Endgame question. Created 7 years ago2017-03-05 11:38:22 UTC by abbadon abbadon

Created 7 years ago2017-03-05 11:38:22 UTC by abbadon abbadon

Posted 7 years ago2017-03-05 11:42:00 UTC Post #333869
Hi again.

I´m working ond the final cinematic of my map. What I tried to do is make a trigger_auto (delay 50) activate a button (turn it ON) that activates a multimanager which, if not deactivated through breaking a func_breakable which activates the previous button again (turns it OFF), finally activates a game_end and other entities (env_fade, etc.).

Well, the fact is that the ending of the game works if I don´t shoot the func_breakable in time, which is Ok, but the multimanager does not deactivate if I break the func_breakable.

What should I do? Is there a way to destroy that button so the trigger auto will not activate it anymore making the multimanager be deactivated?.

I know that there´s a map in half-life, the one on which Gordon must jump into the teleport gate to travel to Xen before all explode. In this case, is not the events are turned off, it´s the player activating the trigger_changelevel which "stops" the events. What I want is to kow if is there a way to stop a chain of events controlled by a multi_manager (A) making another multi_manager (B) takes control of the furter actions.
Posted 7 years ago2017-03-05 15:44:13 UTC Post #333870
I think a multisource should work here.
Posted 7 years ago2017-03-05 16:28:39 UTC Post #333871
Thanks!!, I will study it! :)
Posted 7 years ago2017-03-06 10:37:32 UTC Post #333882
If I understand your problem correctly, you can also use a trigger_relay.

Set the killtarget of the trigger relay to the button, or any entity you want to permanently remove, and when you fire the relay that entity will be removed.

Anything targeting or trying to interact with an entity that has been killtargeted (removed) will do nothing.

It also works for multimanagers. If you killtarget a mm, anything in the mm's list that has not yet fired will never fire - essentially stopping the mm in its tracks.
Posted 7 years ago2017-03-06 11:35:17 UTC Post #333883
For Killtarget you mean Remove On fire?. :crowbar:

It looks that this will work Ok for what I wanted!, i did read mutisource entity´s definition and properties and find myself a bit lost. :(

With this the func_breakable will activate the trigger_relay and thus disable the multimanager in charge of the FAIL MISSION events. I think It should target another multimanager to hadle this and the activation of the WIN MISSION events, but, can a multimanager trigger another multimanager?.

I don´t know if this will cause troubles. :(
Posted 7 years ago2017-03-06 15:13:50 UTC Post #333886
No, remove on fire is not what I was describing. Remove on fire removes the trigger_relay its-self AFTER it fires so it can never be fired again.
Posted 7 years ago2017-03-06 16:47:25 UTC Post #333887
Ok, got it!! (sorry), there was a problem with the map editor. When I click on the trigger_relay to see its properties it only show that flag along with targetname and target. Now it´s fixed (bad path to the fgd). :)
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