Timer in HL1? Created 6 years ago2017-08-26 15:44:40 UTC by savvaisnotagirl savvaisnotagirl

Created 6 years ago2017-08-26 15:44:40 UTC by savvaisnotagirl savvaisnotagirl

Posted 6 years ago2017-08-26 15:44:40 UTC Post #337066
I wanted to trigger an animation every 30 seconds in a map but don't see a logic_timer like in Source. Am I missing something? Do I need to bypass this system using a multitude of entities?
Posted 6 years ago2017-08-26 16:02:37 UTC Post #337067
have a trigger multiple with a "Delay before reset" 30, with the monster located inside the trigger multiple. Set the flag 'monsters' for the trigger multiple.
Posted 6 years ago2017-08-26 17:04:30 UTC Post #337071
Use a multi_manager that triggers your entity and then itself in a loop with a 30 second delay.
Posted 6 years ago2017-08-26 20:25:59 UTC Post #337074
According to http://twhl.info/tutorial.php?id=184 this tutorial, using multimanagers to loop themselves can cause problems -- not that I can recall ever encountering that problem myself.

Still, another method that can be used is an env_beam with life = 0.1, damage =>1 and strike again time = 30 shooting a button_target or shootable func_button.
Posted 6 years ago2017-08-27 00:43:02 UTC Post #337087
Looping MMs are troublesome. I use 2 if I want to loop. They trigger each other and seem to work fine.
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2017-08-27 09:15:44 UTC Post #337091
Alright, I tried all your suggestions, I think Tetsu0's was the easiest to implement and get it working but I will look over the tutorial Victor-933 provided. Thank you all!
Posted 6 years ago2017-08-27 18:59:06 UTC Post #337107
Try a very slow moving train that will fire a path's target when it hits the end. It's what I used for the King of the Hill setup for HLDM. It was reliable, could start/stop, and could even reverse.
Rimrook RimrookSince 2003
Posted 6 years ago2017-08-27 20:03:32 UTC Post #337110
TFC uses slow moving doors for their timers, but it also has additional keyvalues if i'm not mistaken.
Posted 6 years ago2017-08-28 00:03:42 UTC Post #337120
The problem with looping multi_managers is that a new copy of the entity is spawned for every loop, so if you're close to the entity limit and/or the player sticks around for a long time, the game crashes.

Otherwise, for small maps with few entities, maps where the player won't stay around long, or where the loop cycle is really long, it's less of a concern.
Posted 6 years ago2017-08-28 23:21:22 UTC Post #337153
Ive yet to test it but it also could theoretically be possible to create a custom model with map outputs (event 1003) using animations on loop. Furthermore you could randomize the output using the ACT_ frequency in the QC file as well. I should do some testing.
Posted 6 years ago2017-11-10 19:12:43 UTC Post #338017
"Still, another method that can be used is an env_beam with life = 0.1, damage =>1 and strike again time = 30 shooting a button_target or shootable func_button."

+ 1
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