Game_counter question. Created 16 years ago2008-05-01 14:17:32 UTC by Striker Striker

Created 16 years ago2008-05-01 14:17:32 UTC by Striker Striker

Posted 16 years ago2008-05-01 14:18:55 UTC Post #249478
I'm working on a Sven Coop map and this means involving some monsters in action . My scenario begins in a chamber . You are allowed to admire the chamber :D . If you attempt to go and get some weapons an event is triggered . 3 "vox" words will say "immediate" , "exterminate" , "approach" ( the best I found :D ) and some texts on the screen telling you that the aliens dispatched 30 robots in order to exterminate you(from an alien "teleporyer"). Your job ? Push the lever , a wall will go up and and you'll be "served" with weapons . The robots spawned are scripted , so they'll come after you . You have an "emergency" button that can be used only once . The button will release 200 snarks from a duct . This snarks will only slow down the robots but won't destroy them , this is your job .

You must destroy at least 20 robots . There is a door that will only open after 20 frags. Before the door will be unlocked a text will appear on the screen if you approach near the door ( "the door is locked , you must kill at least 20 robots to unlock the door" ).

My questions : The game_counter will automatically shut down after 20 (any type) of frags ? .

After 20 frags the game_counter will trigger something to open the door and kill the game_text ( the one saying the door is locked) . How can I do this ? I must mention this : I don't have any experience using the multisource , if the multisource must be involved , so please help me .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-01 14:22:24 UTC Post #249479
Though i don't have any experience with Game counter, you could have it trigger a multimanager, which triggers the door and also a trigger relay to "turn off" the gametext? (I've never tried this but it should work?)

Can't wait to try your map it sounds fun! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-05-01 15:11:05 UTC Post #249480
It's only at the beginning . Should I write the progress in my Twhl journal?:D
I want it to be composed from at least 2 maps ..... I found that it's harder to work on a Counterstrike Map than on a story based map . ( aside the cs maps are arenas , you must considerate the round resetting for some entities .)

I want to make the map very interactive . I'll read something about trigger_relays ( honestly , I never used them :D ) and I'll try .

Later Edit : Can I use the "kill target" option from the "game_counter" to "kill" the trigger_multiple triggering the game_text ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-01 15:26:28 UTC Post #249481
Yeah, or a thread in maps/mods... either way start mapping it bitch!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-05-01 15:59:00 UTC Post #249482
The thing with game_counter isn't working , I don't know why the hell not but oh well .... It's much more simpler to give a time limit until the doors will open :D . Can somebody help me ? Ok I'll edit the post a little later to tell you how I want this event to be.
User posted image
Sorry I used another image hosting service , Image Shack isn't working .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-02 07:34:16 UTC Post #249501
User posted image
The image , now imageshack works. Please help and tell me how I must configure the entities.

Later Edit : Ok maybe scheme is wrong , but I've managed to open the door . I had to put in the robot's target the name of the game_counter. My problem is how can I turn off the game_text now ?

Obs : maybe the door will open earlier than 15 kills , maybe this is because you're releasing the snarks on them , but it isn't a real problem . It's only a damn objective , and the player will be more happy if the door will open earlier than he expected .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-02 09:34:02 UTC Post #249505
Monsters from a monstermaker cant trigger counters.
Unless it's a new feature in sven that i don't know about.

If you make 30 separate robot spawns, and put them on a conveyor to push them into the room, each one of them, when dead, will trigger the counter.

Trigger condition : Death
Trigger target: GAME_COUNTER

There should be a flag for the counter to remove on fire.
Try that out.

And for the game_text, use a trigger change target to change whatever triggers the text to not trigger it anymore.

It should still work if you leave the new target field blank.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-02 09:50:28 UTC Post #249507
I managed to trigger the game_counter somehow . Thanks Tetsu0 , now I can add a text saying " the door is now available" . Super !

How the game_counter is triggered ? Well , in the "monstermaker" properties I found this : "target on release" so there I've put the game_counter's name . I don't know if "target on release" triggers the game_counter when the robot is destroyed or when it spawns , but it's good like it is anyway . I'm using a "teleporter" ( a bunch of beams and sprites , just to create the effect) that's why I need a monstermaker.

Can I use this thread for future problems ? Can somebody rename it please ( something like "Striker's problems" or something :D :D ) . I'll need help in the near future because I'm making some campaign-like maps.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-02 09:56:43 UTC Post #249509
well. you can have a hole in the ceiling that's masked by teleporter sprites as the monsters fall thru ;)

But if you already have it working i recommend not fixing what's not broke.
Keep posting here i guess.. unless the thread gets old and crusty, orr make use of the wicked search engine.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-02 11:06:41 UTC Post #249511
Thanks a lot . I'll keep use this thread , even if it will be somewhere on the 5th page :))
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-02 14:48:21 UTC Post #249516
Be wary of the bump limit.
I think it's like.. 3 months or something.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-05-02 15:32:39 UTC Post #249518
In 3 months I'll maybe have the whole campaign finished ( in less than 3 moths , I guess ....)
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-03 03:55:38 UTC Post #249530
MaxNodeSize- What is this ? can I use this thing to tweak my r_speeds ? Does it have any bad effects on my map ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-05-03 05:04:29 UTC Post #249531
from my understanding of them, HL doesn't always do a check for visible or not visible faces. intead, it bases the drawing of faces on the player's view and the node area he is within. you can make these smaller to run more checking more often as a player runs through a map. the only down side is compile time, and the performance of the map is helped by a lot with a higher resolution of checking zones. Another down side is that some (for me mostly) if you use a large model or other kind of entity, it can disappear behind the slightest of obstructions. But it does save on r_speeds and its in game performance on your comp is hardly noticeable.

I have mine set to 128.
Rimrook RimrookSince 2003
Posted 16 years ago2008-05-03 07:17:26 UTC Post #249534
I know the default is 1024 , so.... 512 won't affect monsters , does it ? And it doesn't increase the compile time very much I hope .....

I finished that part of my map , I'm now working on a infested tunnel . That's were you'll go when the door opens . Also , for faster gameplay and to keep away the boringness( it's well written ? I have some problems with my english :D :D ) , when the 15 robots are killed , 15 will remain to be created . So , to help the players , I mounted 2 friendly turrets on the ceiling which are triggered when the game_counter fires its trigger. 1200 hit point each :D ( because the robots explode and give more damage )
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-05-09 14:32:47 UTC Post #249787
User posted image
What theee fuckkk is this ?!?!?! I think I get the weirdest errors !
It loads the map and it suddenly quits , displaying this image.
I have no problems with the map ( it's that sven coop map) . I have low r_speeds and it has a good performance , overall.

Please help . This is getting on my nerves , really ....
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-05-09 14:36:50 UTC Post #249788
I think this has something to do with sound.

Either you're playing too many sounds at once, or you're playing one sound from multiple ambient_generics at once.

However, Tommy14 says this:

Each entity ingame takes up an edict slot, if the game ever runs out of edict slots you get the crash "no free edicts." Solution is to reduce the number of entitys in the level. Single player mods may have a different number of edicts than multiplayer mods, possible due to the number of player entitys, sprites & models required. Reported general HL limits are SP=900 to 1024?, MP=1365 to 2048?? your Mod may vary.
However, in a small map with few entities, the error can also be too many of one sort of entity - some Mods of HL have individual entity limits.


So im not entirely sure whats causing this...
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-05-09 14:48:59 UTC Post #249790
I think I know what is this causing then . I have a "engine" and it is composed from 2 pistons (func_doors) . Each piston has a "steamjet" effect . So for each piston I created an env_sound and env_sprite with the same name as the piston . The multimanager only triggers 2 names and itself . The multimanager's name is "steamcontroler" .
User posted image
:nuts:

Can this be the problem ?
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-05-09 14:52:47 UTC Post #249791
Could be.

If you have more than one entities that create the same sound at the same time, make sure only one of them create the sound.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-05-09 14:58:39 UTC Post #249793
Aham .... I'll see . But this error is weird . Isn't there a method to increase the edict slots ? Whatever this is anyway ...( and , of course , a new question : where can I find an article about edict slots ? )
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-05-09 15:02:03 UTC Post #249795
Don't know. Its something in the engine code, you can't access that.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-05-09 15:33:23 UTC Post #249797
I resolved it . It was my fault :D . The multimanager resets itself . But at the value I forgot to put the number and the value was "value" which isn't a number . That was my error :D

Another question tho .... It doesn't matter what scale is the null texture , as this won't render the face and won't make the patches , isn't it right ?
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2008-05-09 15:47:06 UTC Post #249798
Right.
The Mad Carrot The Mad CarrotMad Carrot
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