Timer Created 19 years ago2004-07-04 04:21:28 UTC by [VDC] Rad Brad [VDC] Rad Brad

Created 19 years ago2004-07-04 04:21:28 UTC by [VDC] Rad Brad [VDC] Rad Brad

Posted 19 years ago2004-07-04 04:21:28 UTC Post #38637
I've searched for something on timers and found nothing that helps. Everything seems to be based on triggers, not on time. What I'm looking to do is trigger an ambient_generic and I'd like it to play every 40 seconds. I have an env_beam that fires every 40 seconds and lasts for 5. The .wav file lasts for 5 seconds, so, if I can trigger the .wav to start every 40 or 45 seconds, depending on how it is counted out, it'll all line up. Is there a way to do this without setting up a lot of multimanagers, buttons, a trigger_counter, and a trigger_multiple?
Posted 19 years ago2004-07-04 05:37:34 UTC Post #38643
multimanagers can sort out timers with their nifty 'value'.
Make something target a multimanager who targets;
beam value 0
sound value 0
mm2 value 45

Make multimanager2(mm2) target exactly the same as the first, except mm1, instead of 2.
Posted 19 years ago2004-07-04 08:13:34 UTC Post #38688
A multi_manager can trigger itself, so for a loop you don't need a second multi_manager. However, you then need to set the Multithreaded flag, to avoid problems with this looped multi_manager.
Posted 19 years ago2004-07-04 08:17:48 UTC Post #38692
I'd change the '0's to '0.1' to avoid possible problems.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-04 08:28:35 UTC Post #38698
0.01 or 0.001 for me, 0.1 can still be quite long for very neat time-schedules... ;)
Posted 19 years ago2004-07-04 09:17:38 UTC Post #38711
Not really when you add .1 to everything. Accounts for very slow PCs :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-04 09:50:14 UTC Post #38715
Wich means on faster PC's your neat timing is done with? :P
Posted 19 years ago2004-07-04 10:17:21 UTC Post #38721
a little off topic but, "seconds" in half-life arent real seconds... right? how long are the seconds really in half life?
Posted 19 years ago2004-07-04 10:29:55 UTC Post #38724
Seconds are seconds.

Although I can imagine a low fps is somewhat disturbing for very small times.
Posted 19 years ago2004-07-04 10:39:00 UTC Post #38726
ok, i guess i lose all concept of time when playing hl ;)
Posted 19 years ago2004-07-04 12:09:41 UTC Post #38741
Thank you very much. I'm not sure I understand it, but I have a different direction to go than I expected. I'll let you know.
Posted 19 years ago2004-07-04 12:12:42 UTC Post #38742
Ah! Captain P! Targeting a second MM and looping it! That will fit the problem! Thanks!

(Had to read it a few times)
Posted 19 years ago2004-07-04 15:20:08 UTC Post #38762
Well... I had it working, but the sound triggered every other time the laser fired. Just an update.... Happy 4th!
Posted 19 years ago2004-07-04 21:00:18 UTC Post #38808
That 'every other time' problem means you need to tick the 'not toggled' flag on your ambient_generic. Then it will fire every time. Also make sure the multithreaded flag is ticked in both your multimanagers.
Posted 19 years ago2004-07-05 03:51:40 UTC Post #38833
I'm actually using only one MM, but I'll kick that flag. Thanks!
Posted 19 years ago2004-07-05 05:45:56 UTC Post #38849
Ok... it took two MMs and I didn't rename the button to match all the name changes I did... DOH!
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