Break on delay (does not reset) Created 11 years ago2011-02-07 05:22:53 UTC by xzec xzec

Created 11 years ago2011-02-07 05:22:53 UTC by xzec xzec

Posted 11 years ago2011-02-07 05:22:53 UTC Post #290144
The wooden door shall break after 7 seconds every round.

I finally made it to work, but it happens only the very first round, every round after it doesn't trigger.
How do I make it reset each round?

I use func_breakable on a brush with these settings:
Name: break
Strength: 0
Render Mode: Solid
Material type: Wood
Flags: Only Trigger

And use auto_trigger to set the delay:
Target: break
Delay before trigger: 7
Trigger State: Off

Best regards,
Posted 11 years ago2011-02-07 07:17:16 UTC Post #290146
It looks like its not being retriggered.. I've never mapped for round based games such as TFC or CS, but my guess is if there's an entity for those games to detect a reset, set that up.
Posted 11 years ago2011-02-07 08:17:30 UTC Post #290148
Just set a trigger_multiple to target the door when the people spawn.
Stojke Stojkeunreal
Posted 11 years ago2011-02-07 12:47:10 UTC Post #290149
Every time I save and close the map, trigger_multiple disappears. Why's that?
The trigger_multiple isn't in the entity list, but when I write its name the keyvalues appears.
So it is there, but not really.

I use cs16.fgd and halflife-cs.fgd.
Posted 11 years ago2011-02-07 13:38:03 UTC Post #290154
Posted 11 years ago2011-02-07 13:50:28 UTC Post #290156
Yeah, I just found it by Google, but I couldn't find trigger_multiple.

I tried to each one of them seperately and all together, but the same thing happens as stated in previous post.

Does trigger_multiple work fine for you in CS?

These are the FGDs I've tried so far:
Posted 11 years ago2011-02-07 14:09:37 UTC Post #290157
Use Expert 793c

I use it and it works perfectly. Trigger_multiple is all the way on the bottom of the list.

To create a trigger multiple you need to select AAATRIGGER texture, make a block below the spawn point (where player spawn) and click "To Entity" button.
Select trigger_multiple from the list, edit it, and you're done :)
Stojke Stojkeunreal
Posted 11 years ago2011-02-07 14:16:05 UTC Post #290158
Haha, so there it is! Thanks a lot, Stojke! :D
Finally my map is finished.
Posted 11 years ago2011-02-07 17:20:45 UTC Post #290159
No prob, upload it do the map vault! :D
Stojke Stojkeunreal
Posted 11 years ago2011-02-07 19:39:47 UTC Post #290163
I can't seem to upload it.
The map size is only 900~ KB and the image is JPEG (though almost 3 MB).
But it says it would resize it, so that shouldn't be the problem, since I get an error message saying it has to do with the file type.

Resized the picture to 900~ KB, but still getting the same error.
And yes, I'm uploading the .BSP file type. :P
Posted 11 years ago2011-02-07 19:39:54 UTC Post #290164
Make sure your map is zipped.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2011-02-07 19:42:55 UTC Post #290165
Ah, thank you, mate! :)

Posted 11 years ago2011-02-07 20:14:23 UTC Post #290167
Sorry for double-posting, but I felt it was best to seperate this to the previous post.

I've used trigger_multiple on respawn points to trigger/reset func_breakable (for the door), but this isn't the best option to do this.
Because if you trigger the trigger_multiple right - before the round is over - you can have it to trigger as soon as the round starts.
This kind of defeats the idea, but I don't know any better way to do this, in fact I didn't know how to do this one in the first place (thanks to Stojke for his amazing help!).
I can't set the "delay before trigger" higher, as it already can delay it for a total of 22 seconds (if done right), which gives T the chance to be right in front of the door before the door even breaks.
Also, it's a bit annoying if someone is AFK or camping in respawn, since it triggers the "wooden break sound" every 10 seconds.

If you know a better way to have a door that breaks after 11 seconds and resets every round, then please do not hesitate to post here or PM me.
Posted 11 years ago2011-02-07 20:53:08 UTC Post #290168
Since trigger_once doesn't reset each round... Hmm...

Make it linked to something. For example:

Make it so, that if CT want to exit out of spawn, they need to break a glass window or something, and when the window breaks it TARGETS the door thingy you made or a multi manager that activates the door thingy after 11 seconds or so.

That way you can safely use it with out the round error(stuff dont reset :( ).
Stojke Stojkeunreal
Posted 11 years ago2011-02-07 21:57:12 UTC Post #290169
Ah, I got an idea!
I create a respawn outside the map, where they trigger it and get teleported to the original respawn.
Just gotta do the same with T too, so they don't get any advantage if there's freezetime 0.
Posted 11 years ago2011-02-07 22:03:58 UTC Post #290170
Yeah that can work too! A few teleports and youre done :D
Stojke Stojkeunreal
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