Multisource makes me stab my eyes out Created 14 years ago2009-07-08 05:20:37 UTC by srry srry

Created 14 years ago2009-07-08 05:20:37 UTC by srry srry

Posted 14 years ago2009-07-08 05:20:37 UTC Post #269665
I was originally trying to get a rather complex entity setup working, one which required a multisource to work. However, it would appear I'm incapable of getting even the simplest multisource setup to function. I tried to break it down to the simplest level, one even highlighted in our multisource tutorial: unlocking a door with three buttons. However, absolutely none of it works. I went so far as to copy the same setup from the example map, but it refuses to work at all when I do it.

Here's my exact setup. This is all I did to the entities, everything else is the default: I have three buttons. These buttons target a multisource, and stay on indefinitely. The door's master is set to the name of the multisource.

That's it, it's the same way I see it in the example map, and that's how they say to do it in the tutorial. Nothing's changed that I can see, but for me nothing happens. My door is unlocked when I compile the map, and the buttons do absolutely nothing.
Posted 14 years ago2009-07-08 07:33:11 UTC Post #269667
Are you using the latest fgd for hl ?
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-07-08 07:35:47 UTC Post #269669
Did you name the door? Did you name the buttons? They shouldn't have names.
If that doesn't work, I'm in the same "WTF" boat as you.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-08 21:09:58 UTC Post #269727
Nope, they have no names. I can't even get the multisource to target an entity to activate it. I'm using the FGD that came with Hammer 3.4. There's no reason this FGD wouldn't work, It's the one I've always used.

I need this really badly to finish one of my Castle Disposed maps. :(
Posted 14 years ago2009-07-08 23:20:38 UTC Post #269730
The multisource doesnt need a target
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-09 07:44:09 UTC Post #269762
Yeah, it doesn't need one with the door setup. But it's supposed to be able to target entities, if you want it to.
Posted 14 years ago2009-07-09 07:50:37 UTC Post #269764
Srry, if you want you can just send the map to me and have me deal with that crap. Don't get stuck on that one minute detail....

Did you try deleting all the entities and re-making them?

Really only have to do a To World And a To Entity for the buttons and Door.
Are the buttons set to Don't move? Is the reset -1? Everything spelled right?

I'm not questioning your mapping abilities with these dumb questions, but i just don't know all the details.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-09 07:58:17 UTC Post #269765
Yeah, I double and triple checked everything, and then again for good measure. I can just give you the map, but I really want this sequence to be in there or my mounted machine gun will have no purpose.

All I'm trying to do is make sure a trigger_once won't activate until all the grunts in the area are killed. It's not strictly necessary, but it would help if you didn't have a bunch of grunts running towards you while you're already in the middle of a fight. I guess I'll just hack something together.

Oh, and don't worry about questioning my mapping abilities. Considering how long it's been since I really mapped anything, I'm questioning my own abilities at times.
Posted 14 years ago2009-07-09 08:17:02 UTC Post #269768
What if you used a game_counter instead? Lemme dig up the thread. h/o
Found it - http://twhl.co.za/forums.php?thread=15866

Quote from thread:
You can't have monsters targeting a multisource directly. Instead, have the headcrabs trigger a button or a trigger_relay which triggers the multisource. In other words, have something in between.

Had i known you werent using actual buttons for the multisource i would've quoted this earlier. This particular problem took a lot of effort to solve.

Also try loading your maps with "developer 2" It notifies you of what's being and when. Immensley usefull for troubleshooting problems like this.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-09 09:02:34 UTC Post #269770
Well, that helps, but I was already using buttons in my test map for their simplicity. I never even got to the point of trying to trigger a multisource directly with grunts, so that was never a problem.

game_counter will work, but what am I going to use as a master for the trigger_once if multisources won't work?

Edit: That's funny, my multisources appear to work entirely now. I can't even explain it, except that Half-Life might have some kind of problem with multisources actually being named "multisource", and targeted as such. Oh man, most annoying problem ever and I don't even know how I fixed it.

Edit2: YES, IT'S TRUE! multusources cannot be named "multisource", they simply will not work. I ran the same test map, the only difference being the change in entity name, and it made all the difference. and I thought I was making it as simple as possible by naming it that. I tested a multi_manager the same way, naming it "multi_manager", and it didn't work either. Funny, I never knew about this before.
Posted 14 years ago2009-07-09 10:44:56 UTC Post #269774
Glad to see it's working!
I believe this should go into the mapping tips section
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-09 10:52:53 UTC Post #269776
Yeah, I was thinking the same. I've never heard of this anywhere before.
Posted 14 years ago2009-07-09 10:55:51 UTC Post #269777
I Made edits to the Wiki's on both entities.
It's the last entry (to date) on the bottom lists.
I wonder if this naming glitch pertains to other entities as well: such as func_doors, env_sprites. ect ect.

I dont think many people go around naming entities by their class designations, but still. I think it may be worth a test.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-09 10:58:57 UTC Post #269778
lol, stupid thread bump prevention is keeping me from posting there, and of course the request form is completely broken.

I wouldn't personally put the info for any entity in particular, because I believe it applies to all entities. It would just be redundant. I bet it's an issue with all Quake engine games.
Posted 14 years ago2009-07-09 11:01:03 UTC Post #269779
I figured multi_managers and multisources would be the most commonly named as their entity class. So i posted it there anyway. It couldnt hurt.

So now that that's fixed. Can't wait to see your disposed map.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-07-09 11:07:27 UTC Post #269780
I actually edited your entry a bit, because "multimanager" works just fine, I know because I've used that on several occasions.

Now I just have to sort out all my issues with monstermakers. :P

Should be done soon though.
Posted 14 years ago2009-07-09 11:08:08 UTC Post #269781
Ahh. Right.
Tetsu0 Tetsu0Positive Chaos
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