Master problems Created 10 years ago2014-07-16 19:39:07 UTC by Concord Concord

Created 10 years ago2014-07-16 19:39:07 UTC by Concord Concord

Posted 10 years ago2014-07-16 19:39:07 UTC Post #320366
Hello!

I'm currently working on a Cs 1.6 Jailbreak map and I have been experiencing some problems. :(

I have a bunch of buttons that have a multisource as their master. This multisource is activated by another button, it also turns on a light which is initialy dark (This light indicates that the buttons are active and ready for use). The problem is that when a new round starts, the buttons are still active (Meaning, the multisource is still On) and the light is off. My question is how do I reset the multisource's state back to "Off" once a new round starts. Keep in mind, this cycle may not be used on every single round thus it only needs to reset to off if the multisource was turned on.

I have another problem. I have a group of buttons that turn on a light of their own (each button has a separate light linked to it). How do you make a system that once a single one of these buttons is activated the other buttons become inactive?

Thank you! :)
Posted 10 years ago2014-07-17 07:01:26 UTC Post #320388
Maybe func_door can help with the reset problem, just not sure how to implement it correctly, it resets every round so it can fire some ent's for you.
rufee rufeeSledge fanboy
Posted 10 years ago2014-07-17 09:47:52 UTC Post #320395
I think func_door doesn't work properly with func_trains, buttons, etc in CS 1.6, rufee. 1 round it closes & the next it opens.
To reset entities each round try Jopapas method with an env_beam through a func_breakable:
http://twhl.info/forums.php?thread=18335
Posted 10 years ago2014-07-17 10:10:20 UTC Post #320396
Thank you for the replies.

Func_Door wouldn't be possible. The server I'm mapping for has an ugly plugin/command which allows the Ct's to open all doors in the map by using a command line "/open" (Apparently, this was made to make opening jail cell doors easier.)
The env_beam and func_breakable has just one problem. It resets every ignoring the fact that the cycle it was tied to may have not been used each round. Again, I need a system that turns the multisource to "Off" if it was left on "On" at the end of the round. Help... '^'
Posted 10 years ago2014-07-17 11:01:21 UTC Post #320397
The mod should be optimized to allow only doors with certain names to be opened, can be done, but thats not our problem.

Reset scheme is simple door should start open, delay before close - 1, fire on close. But since the /open thing works that wont work very well.

I might be derailing myself here, haven't mapped in ages.
rufee rufeeSledge fanboy
Posted 10 years ago2014-07-17 11:43:39 UTC Post #320400
An idea.

Could the master be tied to a light entity which is initialy dark? or atleast make it target the master? That should theoretically turn off the multisource when the light is off.

Also, if someone has any ideas for the second problem I described it would be much appreciated :)
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