How to re-enable a trigger_once? Created 18 years ago2005-12-22 04:40:14 UTC by inventrex inventrex

Created 18 years ago2005-12-22 04:40:14 UTC by inventrex inventrex

Posted 18 years ago2005-12-22 04:40:14 UTC Post #153867
Hello, I am making a map for CS... however I want the trigger_once to be enabled when the round restarts. I tried trigger_relay or a multimanager when the round restarts (using the func_door reset method) but it doesn't work. Help is appreciated, thanks.
Posted 18 years ago2005-12-22 05:01:15 UTC Post #153868
argh, I hate how CS doesnt have a trigger_roundrestart entitie. I cant think of a way. I just know, if there was a way, it would involve a trigger_multiple, and the use of its master command
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-22 05:09:27 UTC Post #153869
I worked around the requirements of the roundrestart by having a door out of reach and it triggering a multimanager (func_doors are triggered ever round start).

I tried using a trigger_multiple, but I cannot turn it on or off like other entities... killing the trigger_multiple doesn't help much too, so I turned to trigger_once...
Posted 18 years ago2005-12-22 05:13:08 UTC Post #153870
Thats what the master function is for. If you set the master to something you can switch on and off (example a light), the trigger will only trigger what you've set it to depending on whether or not your "light" is on.
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2005-12-22 05:25:24 UTC Post #153871
My master light turns off when the trigger is triggered, but the trigger still runs... nice suggestion though.
Posted 18 years ago2005-12-22 06:40:42 UTC Post #153881
You can give the trigger_multiple a master, to control whether it's active or not (e.g. reacts to players entering it or not). You can read up on it in the entity guide.
Then, you can disable the trigger_multiple after it has triggered its targets, and enable it on round restarts.

Trigger_once is solely built to be activated only once ever, so that's of no use to you here anyway.
Posted 18 years ago2005-12-22 08:39:55 UTC Post #153897
Oh nevermind, I found a workaround... I simply placed a func_breakable at the area, Render FX of zero and target. Since breakables are reset every round, there you go.

Only if I can remove the sound and gibs, but ah, you can't have everything in life. Thanks anyway guys! :D
Posted 18 years ago2005-12-22 12:40:32 UTC Post #153942
don't use a breakable.

do what P said. have a trigger_multiple with a multisource as its master, and have the multisource effected by the door. we have some tutorials around about MS's if you need um.
Posted 18 years ago2005-12-23 21:07:09 UTC Post #154222
Yeah, if it were me, I would use a hidden door entity in conjunction with a trigger_multiple pair on the floors of the team starts so when players respawned at round start, it would trigger the chain once without being able to trigger again without a master. If you were crafty witht that idea, you could even make it so both teams would need players at round start to trigger the event ( to make single players scouting the map events by themselves difficult.) Of course, I'm not sure what exactly this triggered event is, therefor don't know if this idea would have any value.
Posted 18 years ago2005-12-24 05:19:32 UTC Post #154250
You should use a multisource
Just write in the trigger_multiple's master value the name of the multisource. When the multisource is operational so is the trigger_multiple and when it's inactive so is the trigger_multiple. The multisource starts inactive so you should trigger it in the start if you want it to be active.

You can also use trigger_changetarget, I did it in here
Instead of using the trigger_changetarget to change the target to something else change it to nothing then it wont trigger anything.

It's better to use multisources though. ;)

(I was sure I replied on this before)
Posted 18 years ago2005-12-25 03:06:10 UTC Post #154392
Well, the triggered event is an explosion blasting a door apart in T Spawn so that the Ts can enter the map...

For the multisource, I made a light target the Multisource and the trigger's master to become the multisource. The light is supposed to light up in the beginning, but it didn't. When I removed the light's target to the multisource it lights up... any help?
Posted 18 years ago2005-12-25 09:56:49 UTC Post #154418
I made a light target the Multisource and the trigger's master to become the multisource.
I don't think a light entity can trigger objects... I think it's just for xen's light plant.

If you want to trigger something when the level is loaded use the instead of the light a Trigger_Auto. In the 'target' value write the name of the multisource and in the 'trigger state' value choose on.(it will only turn on the targeted object)
Trigger_Auto is basicly an entity that activates it's target when the level is loaded.
Posted 18 years ago2005-12-25 10:34:50 UTC Post #154427
Err well I'm mapping for CS. I also use trigger_auto to trigger my RoundRestart multimanager so that it triggers in the first round of play.

OK, I will try a trigger_relay with "ON" targetting the multisource every round. Thanks for the idea.

EDIT: Somehow the trigger only works every 2 rounds... any ideas? It will keep looping...
Posted 18 years ago2005-12-25 13:00:08 UTC Post #154444
don' tell it on, don't even use a relay. just target it.
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