That darn spawn trigger Created 13 years ago2010-08-12 19:05:27 UTC by Injen Injen

Created 13 years ago2010-08-12 19:05:27 UTC by Injen Injen

Posted 13 years ago2010-08-12 19:05:27 UTC Post #284137
Hi guys and welcome to myself :D
First out, sorry for my lack of English and perhaps my stupid question.
Im a beginner when it comes to hammer and CS 1.6 mapping. It's really funny when you got hang of it.

Well back to my problem. I recently made a map with a moving wall, simple with func_train and 3 patch_corner. To activate it i just placed a trigger_auto which works, but then the wall moves around all the time, even when it's no player connected. What i want is that when the first player choose a team, then the wall get activated.
I've also tried with trigger_multiple. But then it is problem with "Delay before reset". If i set it to low and someone step on the trigger again the wall get stuck, and if i set it to high then it get some problem after respawn.
Alternative just place the trigger_multiple outside the map and make some teleports, but there have to be a easier way to solve this?

I've been asking around on some forum but no one can give me a straight answer, especially when i'm a beginner and dont understand all those entitys.
Posted 13 years ago2010-08-12 20:11:00 UTC Post #284139
Hi there!
You could make a huge invisible func_breakable with 0 strength, "Target on break" set to the name of the func_train and with the "Touch" flag, covering both teams' spawns. Every round, the first player to spawn will cause the breakable to break and trigger the func_train. That's what NIPPER did in his crazytank maps to start a countdown for the doors to open. If you can't get it to work, I'll make you an example map.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-08-12 20:37:32 UTC Post #284141
Awsome, and it works great :)
Thanks mate. Now i know were i can find some help.
One more question. With trigger_auto you can set "delay before trigger" Is it possible to make a similar thing with this metod? And can i add sound right before the wall moves? Like access granted
Posted 13 years ago2010-08-12 20:40:51 UTC Post #284143
Instead of directly targeting the wall, target a multimanager that targets the wall, sound, and anything else you want.
Posted 13 years ago2010-08-12 21:09:15 UTC Post #284148
Hmm how do i creata a multimanager. Whats the "entity name" for it?
Also i notice that i have to shot one bullet to break the glass. Cant i just break it by step on it?
Posted 13 years ago2010-08-12 21:22:13 UTC Post #284149
Cant i just break it by step on it?
It should break when you step on it. Have you set the "Touch" flag? And set "Strength" to 0? If it still doesn't work, try setting the "Pressure" flag.
Hmm how do i creata a multimanager. Whats the "entity name" for it?
Entity info | Tutorial
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-08-12 21:56:10 UTC Post #284154
Thanks again :) However i still have a problem with the wall and respawning.
If the wall is on the way up and a new round start, then the wall keeps going on into the sky.

And i just found two other question. How do i remove buyzones? I have'nt placed anyone yet but i can buy. Also i have a glass wall that i dont want players to shoot through
Posted 13 years ago2010-08-12 22:06:27 UTC Post #284157
I think the only way to remove the default buyzones is to replace them with another buyzone (by creating a func_buyzone). If the little green shopping cart doesn't bother you, you could just create an info_map_parameters and set "Weapon_Buying" to "Neither CT's nor T's can buy guns". Personally, I'd do both. I'd create a 1x1x1 func_buyzone where no one can access it and use a info_map_parameters, just in case a server plugin needs to find out if buying is allowed on the map. I don't think I can answer your other questions.
Oskar Potatis Oskar Potatis🦔
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