Random triggers Created 13 years ago2010-12-27 14:44:48 UTC by Skals Skals

Created 13 years ago2010-12-27 14:44:48 UTC by Skals Skals

Posted 13 years ago2010-12-27 14:44:48 UTC Post #288258
Hi guys! Does anyone here know / remember how I can make random things happen via triggers in hl1 maps? I remember a while back I used some entity setup to randomly trigger one of four events, all having 25% chance of activating, but I forgot how this is done. Any help please?
Skals SkalsLevel Designer
Posted 13 years ago2010-12-27 15:01:12 UTC Post #288259
http://www.themightyatom.nl/stuff/random_trigger.rmf

What this does is randomly trigger one of three distant mortar sounds, as well as an env_shake, using the env_beam random strike flag as the actual random picker.
Posted 13 years ago2010-12-27 23:51:26 UTC Post #288261
I suppose you could do it with a multimanager constantly firing trigger_changetargets in a loop.

I just thought this up without looking at Atom's map suggestion so I don't know if his does the same. My apologies if such is the case.
Posted 13 years ago2010-12-28 10:46:32 UTC Post #288267
Atom suggested a beam with random strike, :) Trying to get it to work right now.
Skals SkalsLevel Designer
Posted 13 years ago2010-12-28 11:34:28 UTC Post #288268
I suppose you could do it with a multimanager constantly firing trigger_changetargets in a loop.
That's not true random triggering. An env_beam with random strike is.
Posted 13 years ago2010-12-28 11:58:00 UTC Post #288269
I suppose you could do it with a multimanager constantly firing trigger_changetargets in a loop.
That's not true random triggering. An env_beam with random strike is.
No, neither is. A normal computer can't generate true random numbers. Most computer systems use the current time to generate the first "random" number, and for the rest the last generated "random" number.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-12-28 11:58:54 UTC Post #288270
True, but i do believe that the env_beam method is still better for random triggering than the multimanager method.
Posted 13 years ago2010-12-28 13:15:36 UTC Post #288272
Agreed. The env_beam method should be more processor-friendly and uses less entities and depending on its usage the multimanager method may give the same result over and over again or the results may form a simple pattern.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2010-12-28 18:13:15 UTC Post #288281
Atoms way works like a charm, only it constantly triggers the 1st button more than it triggers the others...

There are 3 buttons, and the ratio is like:

1st 2nd 3rd
4 2 2
Stojke StojkeUnreal
Posted 13 years ago2010-12-28 19:33:38 UTC Post #288282
So, a beam without random strike that has multiple targets will do...? And doesn't a beam with random strike and no targets do that teleporting effect on the vortigaunts?
Jessie JessieTrans Rights <3
Posted 13 years ago2010-12-28 21:10:47 UTC Post #288285
And doesn't a beam with random strike and no targets do that teleporting effect on the vortigaunts?
I have an example map on that. Check it out to see how its done (can't quite remember).
Posted 13 years ago2010-12-29 06:46:09 UTC Post #288306
Atom's way worked. Maybe someone should create a tutorial on ways of creating random triggers?
Skals SkalsLevel Designer
Posted 13 years ago2010-12-29 18:32:20 UTC Post #288321
Can i do it?! Pleas oh please oh please!
Stojke StojkeUnreal
Posted 13 years ago2010-12-29 18:49:43 UTC Post #288322
How exactly do you specify multiple targets for an env_beam to pick up randomly?
Posted 13 years ago2010-12-29 19:53:58 UTC Post #288324
How exactly do you specify multiple targets for an env_beam to pick up randomly?
Just set up more info_targets as the beam's end entity and place func_buttons between each end entity and the start entity so that the beam goes through the buttons.
Posted 13 years ago2010-12-30 05:02:44 UTC Post #288345
Give all the targets the same name.
Jessie JessieTrans Rights <3
Posted 13 years ago2010-12-31 16:20:31 UTC Post #288460
That's interesting. Guess I'll have to try.
Posted 13 years ago2010-12-31 17:07:45 UTC Post #288465
Its really a cool thing, especially for deathrun maps. I made 4 traps that randomly fire.

I will do a tutorial on it latter if you guys dont mind >_>
Stojke StojkeUnreal
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