Question about env_beam Created 11 years ago2013-04-02 03:25:42 UTC by J0p@p@ J0p@p@

Created 11 years ago2013-04-02 03:25:42 UTC by J0p@p@ J0p@p@

Posted 11 years ago2013-04-02 03:38:23 UTC Post #313245
Hi, I was wondering if anyone knew how I could make env_beam shoot 1 shot at the beginning of every round and then stop. I have been messing with it for the last couple days but I can not get it to shoot once and then reset then next round.

Edit.
I want to use it as a random generator so if there are any ideas for that it will help just as much. Thank you

I have read this
http://twhl.info/tutorial.php?id=178
Which I got to work. But I only need it to shoot once at the start of each round.
Posted 11 years ago2013-04-02 10:32:37 UTC Post #313246
I'm Assuming this is for Counter-Strike?
I believe all doors reset upon round start.
So if you make a player spawn on a door, the player will trigger the door (if set to touch)
Make the door move 1 unit down, stay there (delay before open: -1), and then have it trigger your env_beam random generator?

Or make the entire spawn site a giant door? Idk
Just a thought. I'm at work and can't test this hypothesis.

What i DO know is that it's tricky to get round-resettable triggers in CS 1.6
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-02 15:19:59 UTC Post #313247
Sorry this is for counterstrike.

I tried your idea but the beam does not reset with the door. it either keeps shooting round after round. Or if I turn up the strike time it will shoot once but it will not fire after the first round.

I am looking for the same door effect as fun_matrix_reloaded. One door opens the rest stays locked. And a different door opens each round.

the random trigger tutorial here is the only answer I found that I thought would do this. But it seem env_beam is not suitable for this. Unless there is a way to make env_beam reset each round.
Posted 11 years ago2013-04-02 16:03:46 UTC Post #313248
It's not so much making the env_beam reset each round,
What if you manually turn it on, and then off, with a multimanager? (triggered by the door?)
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-02 16:50:47 UTC Post #313249
That is what I did. I will explain for others to use if they want.

func_breakable resets and has a target on break function which is what I used to make it work. What I did is set up a second env_beam that runs constantly (this would be in its own room and not seen by players). Then I put a func_breakable brush in its path. then I set the breakable brush to trigger the mutli manager which, I set up to turn the first env_beam on and then off in one motion.

Each round the beam breaks the brush which in turn activates the trigger beam and then shuts it all off in the same motion. leaving it ready to be triggered next round.

Thank you for your help.
Posted 11 years ago2013-04-02 18:32:49 UTC Post #313250
I'm glad you got it working.

Thank you for posting the solution!!
This will help others in the future.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-04-03 03:01:21 UTC Post #313251
This should go in a tutorial along with all the other ways people have found to do this.
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