Killing target per round?? Created 17 years ago2007-07-06 13:01:09 UTC by ip ip

Created 17 years ago2007-07-06 13:01:09 UTC by ip ip

Posted 17 years ago2007-07-06 13:01:09 UTC Post #227595
The set up:

(Dripping water effect) Trigger_auto triggers a multi_manager, which then triggers an env_blood.
Then when someone presses a button (thus creating another effect), the button kills the multi_manager for the rest of the round (thus stopping the env_blood).

Now the problem is, I only want the manager to be killed for the rest of 'that' round, but come back the next, and then have the same effect (killed by a button). Is there anyway I can do this/how?
(do I need to kill a different entity/trigger and/or use a different set-up?)

Thanks.
Posted 17 years ago2007-07-06 14:48:52 UTC Post #227611
I think I have the same problem because some of the entities not respawns so when if i die (or write kill in the console imitating a new round starts), the sequence can' t be reactivated. So in the example map (http://twhl.co.za/tutorial.php?id=4) after you activated the sequence (elevator up, explosion, falldown,...) you die caused by the last explosion and in the next round you can' t activate the elevator. I am mapping for cs1.6. Is there any way to make these entities respawnable??
Here is another example that not respawns: http://twhl.co.za/tutorial.php?id=37
PLS HELP...
THX...xD
Posted 17 years ago2007-07-06 14:51:57 UTC Post #227612
Once you kill an entity, it is removed from the game and cannot return/respawn. You'll have to find another way to achieve the same effect without killing the multimanager, like temporary disable it using a trigger_changetarget or a multisource. I can't tell if either of those work, it must be tested first.
Posted 17 years ago2007-07-06 14:55:24 UTC Post #227613
Ok, thank you... thought I'd have to change some stuff around... I'll try it out. :)
Posted 17 years ago2007-07-06 15:08:47 UTC Post #227614
It's pretty simple.
Since you can't use trigger_changetarget on a multi_manager, you'll have to create a trigger_multiple (stashed away somewhere the player won't be able to reach it) for each object you trigger with the multi_manager (multi_manager->trigger_multiple->target). Once a player presses the button, instead of killing the mm, you trigger a bunch of trigger_changetargets, that change the target of each trigger_multiple to nothing.
You'd also have to use another multi_manager named game_playerspawn instead of the trigger_auto, that triggers the multi_manager responsible for the dripping and, if necessary, another bunch of trigger_changetargets to set the targets of the trigger_multiples back to what they have to be.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-06 16:55:49 UTC Post #227622
I found the way how to make the changetarget process repeatable... :cool:
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