Typical Hammer Problem Condition death? Created 8 years ago2015-06-16 14:04:35 UTC by 23-down 23-down

Created 8 years ago2015-06-16 14:04:35 UTC by 23-down 23-down

Posted 8 years ago2015-06-16 14:10:31 UTC Post #325982
Hi people..

I'm currently suffering of an annoying Hammer Problem. Like so often Hammer refuses to execute something that should normally work without any question asked.

The situation is this:

I've got an Osprey Helicopter starting inactive and later dropping Troops. All that plus it's route are working charming but I want that the map progresses further once the Osprey died. In order to accomplish that I've added in a trigger_condition death & trigger target within the monster_Osprey entity.

Normally that works just charming in fact I'm using the exact same principle on the pre place troops for the Osprey to reinforce as these Troops are actually placed under the map outside the players reach for story reasons. So I'm killing them once the Osprey scene starts per trigger_relay.

Could any of you imagine any other method for a checkup if the Osprey is still alive or not so that in case it dies a new multi_manager will activate? I'm mapping with the Opposing Force FDG. and Vluzacn's ZHLT v33 compiler.
Posted 8 years ago2015-06-16 14:15:59 UTC Post #325984
as far as I remember it has to crash on Ground, if it crashes into the sky texture the trigger when death, doesnt work.
Posted 8 years ago2015-06-16 14:49:11 UTC Post #325985
Well then good to know.. But how can I solve my problem?
Perhaps something with env_global people?

Guys is there a way to determine when and if some npc or the player leaves the zone of a trigger_once or trigger_multiple or any other trigger for that matter?

Perhaps I could attempt it this way. Making a trigger that cover the entire flight route of my Osprey and when it dies or leaves the trigger zone that this specific trigger activates?
Posted 8 years ago2015-06-16 14:51:13 UTC Post #325987
the env_global only affects entities that are referenced between maps, else it's just a copy of a local variable.

I suppose you can force kill the osprey and then trigger something else once that's done (from the same multi_manager)

Other than that... perhaps put an invisible world brush in front of your sky - where the osprey could also crash... and have that trigger your other outputs.
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-06-16 16:55:31 UTC Post #325988
Good idea... I've tested it now I've got a new problem. The thing is working. But it's working to good.

I've Created a trigger_once that only monsters can activate. The thing is

Bullets - Handgranades and any other weapon fired by npcs also count as monsters in the trigger definition. Because every time something fires through it my end trigger activates ruining the Osprey fight. Which brings me back to square 1 as I would have to work with a master in order to avoid the trigger getting accidentally activated.

I could activate the master when the Osprey arrives but that leads me back to the bullet problem.

Any further ideas Tesu0 ?

Here's a picture of how it looks that you can imagine the situation better.

http://i.imgur.com/GdTZxpx.jpg

The Osprey flys in circles.

Is there perhaps a chance with many tricks involved to make it possible that this trigger only gets activated by an Entity with a certain name in it. I know Spirit can do it but hl1?
Posted 8 years ago2015-06-16 17:13:15 UTC Post #325989
I have no ideas for the moment.
I know Source has trigger filters, but not GoldSource.

It's unfortunate that enemy bullets activate triggers...
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-06-16 20:24:29 UTC Post #325990
Ya I tried linking it to a master and a func_button 1unit on top of the trigger_once that gets only activated per touch of course bullets and other crap can also activate this as well... I hate it...

Seems I've got but 1 choice to remove the Osprey fight. :(
Or I autoactivate the end script per timer but that isn't really the best solution if the player is sloppy that you escape and the mod ends while the Osprey is still alive... Not to mention a Fade out while possibly under fire.. hmm.

Ok I've decided to do it like this:

Letting the Osprey have like x2 or x3 drops then an Manta appears firing a beam onto it and I'll kill it with a Trigger_Relay and then activating the end script. That way the fight remains and I even get some Alien involvement as well. It might be even more spectacular than the other thing.

EDIT:

How can I increase the Osprey health within the skill.cfg The Osprey isn't listed in it. I've just tried adding this:

// Blk_Osprey
sk_blkop_osprey_health1 "10000"
sk_blkop_osprey_health2 "20000"
sk_blkop_osprey_health3 "30000"

But it doesn't seem to work as I could kill it with few RPGs and grenades. Does anybody know what the entry for the model is called?
Posted 8 years ago2015-06-16 20:47:28 UTC Post #325993
Osprey health is hard-coded into the dll. It is a couple pretty easy changes to add code to allow you to set the health in skill.cfg. If you want it let me know and I can list it out for you.

edit: Oh wait, is this for Op4? If so you can't change the Osprey health, although you might be able to play some games with triggering something using the 50% health condition.
Posted 8 years ago2015-06-16 21:24:48 UTC Post #325994
Can it be healed with a negative trigger_hurt?
Posted 8 years ago2015-06-17 01:06:26 UTC Post #326002
I'm very interested to see the answer to Stu's question!!
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-06-17 03:31:49 UTC Post #326003
No I've tried that already myself... It works only on the player and regular monster npcs..

How ever I did solve the issue now by using Tetsu0's first recommendation. I force killed the Osprey with a trigger_hurt by an Alien craft. If the player does manage to kill it before that happens it's no big loss either. As I keep them entertained with constant alien teleports. That whole thing lasts for 149 seconds or 2.29 minutes. Once the time is over my end trigger applies.

The whole deal was still very annoying - seeing that the simplest things wouldn't work. I wasted many hours attempting to get it working for nothing. How could Valve ever create a script based system but not applying simple things like "name enters/leaves trigger zone" or "name activates trigger when entering" Of course all of this wouldn't have been required if that damn trigger death condition thing would've worked for the Osprey in the first place.

Anyway thanks for your support guys. For future references we know better now. It simply wont work in vanilla Hl1. At least not the way I had it planned. Arena & wave styled situations where the player will be stuck for the time being aren't possible.
Posted 8 years ago2015-06-17 21:11:06 UTC Post #326012
A workaround could be simply something that takes the player a long time to activate (func_rot_button for example) placed out in the open. It at least increases the likelihood that the Osprey would have to be destroyed before the button could be successfully activated and he/she could move on to the next section or end the map, whatever.
Posted 8 years ago2015-06-18 02:53:47 UTC Post #326014
Unq is correct (see the dam levels).
I wasted many hours attempting to get it working for nothing
I promise that these are all fixed in the source engine - it's VERY POWERFUL
Tetsu0 Tetsu0Positive Chaos
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