Game_text complications Created 16 years ago2007-10-12 16:30:12 UTC by ATDestroy ATDestroy

Created 16 years ago2007-10-12 16:30:12 UTC by ATDestroy ATDestroy

Posted 16 years ago2007-10-12 16:30:12 UTC Post #236221
ok, heres the situation, i have 2 game_texts, that i want to be triggered, i can trigger one, using a multi_manager, but when i add the second text to the multimanager, it doesnt trigger. I can trigger both seperatley, but not one after the other, even if i use the first multimanager, to trigger the first text, and then trigger a second multimanager to trigger the second text, it just doesnt work
Posted 16 years ago2007-10-12 16:55:50 UTC Post #236223
Select Channel 2 in the second game_text Text Channel property.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-12 16:59:38 UTC Post #236224
Ive tried it set on the same channels, and different channels, neither work
Posted 16 years ago2007-10-12 17:22:51 UTC Post #236225
:/

Post the map in the vault.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-10-12 17:45:24 UTC Post #236231
ok, give me a bit to get it together, and ill post it
Posted 16 years ago2007-10-12 18:17:14 UTC Post #236239
The map is now in the problems section, i just included the rmf. The two game_texts, and the multimanager, are in the hallway, near the func_button.
need anymore info let me know.
edit: ok, i updated it with the bsp
Posted 16 years ago2007-10-12 18:33:29 UTC Post #236240
My memory of MM and game_text are foggy, but try after you trigger the first game_text on, can you trigger it off before triggering the second one. I can't remember but maybe you have to use a trigger_relay to do this?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-10-12 18:35:22 UTC Post #236241
hmm, i dont believe theres a way to trigger a text off, you trigger it, and it displays for the specified hold time.
Posted 16 years ago2007-10-12 18:42:51 UTC Post #236242
I had a problem with multiple trigger_cameras before, where even after the camera turned "off" the next camera wouldn't turn on until I somehow reset the previous one. I think all I did was put trigger multiples one before and after the camera, so when you ran by it would turn it on and off after you stepped on the second one. You could do it with a MM maybe. it would be easy to try.

are you able to trigger the first game_text multiple times with the mm?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-10-12 19:02:53 UTC Post #236244
ive had the same exact problem with the cameras, except i was using mms to time them to change, i ended up scrapping that map.

I am able to trigger the first text multiple times, yes. i am also able to trigger the second text, if i specify that to be the frist one the mm triggers, its just that the second text to be triggered, well, doesnt trigger
Posted 16 years ago2007-10-12 19:10:06 UTC Post #236245
It works. All I did:

-changed mm values from 0 and 5 to .1 and 5.1--someone once told me mm don't like whole numbers fsr.

-because there were missing textures, I selected the whole map and changed the textures to one standard one, and scaled them all to 2.0--you had some textures scaled to .15 which is never good to scale them so small. I don't know if this had any relevance to the problem, but I was having trouble compiling.

That's it. Both game texts worked on que.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2007-10-12 20:58:37 UTC Post #236248
DOH! sorry, i used custom .wads, i shouldve replaced them before i posted the map.

I tried it, and yeah, it worked. Thanks for your help, this problems been bugging me since the day i started mapping
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