trigger_hurt help Created 13 years ago2011-02-23 13:49:59 UTC by winds winds

Created 13 years ago2011-02-23 13:49:59 UTC by winds winds

Posted 13 years ago2011-02-23 13:49:59 UTC Post #290696
Okay, I had an idea for a map which I was sure would work but alas it isn't working quite the way I wanted it to.

Basically the premise of the map is players start in Room 1, when they spawn it says a hud message for them "Room 1", 20 seconds later a door opens leading to room 2, if they don't enter room 2 before the door shuts then they are killed in room 1. If they enter room 2 they get a hud message saying room 2, etc.

This is how I set it up:
CT spawn has a trigger_multiple which triggers a multi_manager (room1mm1). The multi_manager triggers a game_text (for the room 1 hud message) in 0 seconds and also the room 1 door in 20 seconds. There is also a trigger_hurt named room1kill and has the flag Start Off. When room1door closes I have it set to Fire on close to trigger the trigger_hurt room1kill.

Now, room 2 has all these exact same entities: and same settings
trigger_multiple = targets multi_manager (room2mm1)
multi_manager (room2mm1) = triggers game_text in 0 seconds (room2text) and room 2 door in 20 seconds (room2door)
func_door (room2door) = triggers trigger_hurt (room2kill) with fire on close
trigger_hurt (room2kill) = has the Start Off flag.

Blah, sorry for all that haha. Hopefully I explained that correctly.
Anyways, the problem is when I don't make room 2 in time, I am killed by the room 1 trigger_hurt nicely, but when I spawn the next round, if I try to enter room 2 normally, I am killed by its trigger_hurt right away. Why is this? Nothing should have activated it the previous round and nothing should have activated it this round either. It is only turned on by the room 2 door when it closes and that hasn't happened yet. I checked a million times each setting of the entities and they're all set correctly.
Anyone know why this would be happening?

Thanks!
Posted 13 years ago2011-02-23 13:53:11 UTC Post #290697
You'll need to trigger the trigger_hurt again to deactivate it, otherwise it'll stay activated.
Posted 13 years ago2011-02-23 15:07:49 UTC Post #290698
Hmm, but howcome it is activated in the first place? It was set to start off and should only be activated when the room 3 (i have a third room set up the same) door closes, which hasn't happened yet.
Posted 13 years ago2011-02-23 15:20:44 UTC Post #290699
In these kind of cases just have a trigger auto target it at first...
Posted 13 years ago2011-02-23 15:47:17 UTC Post #290702
Use a trigger_auto to trigger the trigger_hurt instead of the func_door?

I uploaded just a test of the map, forgive the textures I just did this quick, if someone could take a look at it and maybe see what I am doing wrong or correct it?
http://www.sendspace.com/file/kj7sz8
Thanks guys!
Posted 13 years ago2011-03-03 05:44:01 UTC Post #291046
Anyone figure it out?
I'd be ever grateful :)
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