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TheBoyWithTheThing
10-13-2005, 01:46 AM
I'm having major issues getting entites to reset properly when a new round starts. For instance, a collapsed barricade remains collapsed in the next round. How do I get it to reset? I've tried trigger_auto without success; I may be missing something.

How did the mappers of zp_clubzombo and zp_hotel_final get the breakable doors to reset?

I'm also having a problem with an animated texture that simulates a lampshade turning on and off to match a light entity. They remain off at the start of the next round if the lights are turned off. I understand that by itself it doesn't have an on-off state, but can't it be linked to an entity that does?

I notice quad17 has the same problem. Certainly the solution would be useful to both of us.

Yokai
10-14-2005, 03:23 PM
Im not an expert, but isnt there glass respawn time? Im guess they have it something like : Onfail Func_breakable_Entity Respawn.

I dont know if thats how it works for sure, but try some input output stuff.

TheBoyWithTheThing
10-15-2005, 05:43 AM
I don't follow that. Is that coding?

Yokai
10-15-2005, 03:22 PM
Originally posted by TheBoyWithTheThing@Oct 15 2005, 05:43 AM
I don't follow that. Is that coding?
Quoted post



Inside entity properties, you can make it send out a certain "output" to change other entities when certain commands happen. Hard for me to explain, their should be some info at Interlopers.net, HL2 and HL1 output/inputs are the same i think.

brute_force
10-16-2005, 01:05 AM
Originally posted by Yokai+Oct 16 2005, 01:22 AM--><div class='quotetop'>QUOTE(Yokai @ Oct 16 2005, 01:22 AM)</div><div class='quotemain'><!--QuoteBegin-TheBoyWithTheThing@Oct 15 2005, 05:43 AM
I don't follow that. Is that coding?
Quoted post



Inside entity properties, you can make it send out a certain "output" to change other entities when certain commands happen. Hard for me to explain, their should be some info at Interlopers.net, HL2 and HL1 output/inputs are the same i think.
Quoted post
[/b][/quote]
No. The input/output system is new in Half Life 2 (Hammer 4.0). HL1 simply has a bunch of trigger values.

TheBoyWithTheThing: try contacting the creator of the map and ask them directly. I believe Maverick made clubzombo, but I don't know who made hotel_final.

TheBoyWithTheThing
10-16-2005, 03:16 AM
I just realized that clubzombo uses standard func_breakables. That seems to be one of the few entities that is intelligent enough to reset itself when a round ends.

I'm beginning to think I'm out of luck here. The HL1 engine just doesn't seem to have very good multiplayer support. Alot of my ideas for some of the features in my map come from things I've seen in DoD, which I believe is based on Spirit.

I'll try to solve my issues for one more week. If I can't get it I'll simplify everything. I should stop thinking of this map as the end product anyways since the game is moving on to Source.

hi
10-16-2005, 06:05 AM
What entities do you need to reset exactly? Func_doors?

TheBoyWithTheThing
10-16-2005, 08:30 AM
I have a func_illusion that I use as a windowframe. When the window is smashed I use an env_render to make it transparent. When the next round starts I need another env_render to make it seen again.

I also have a barrier. It's a func_door_rotating that is triggered by a multisource. The multisource consists of 3 support beams that need to be smashed. When they're broken, the barrier collapses and kills anything underneath it. I need that put back up when the round starts.

I have animated textures on the streetlights and the lampshades. They are bright and dark depending on weather the lights are off or on. If the lights are off at the end of the round they need to be turned back on.

The generator has issues too, but I think I can solve that if I can solve the window problem.

I've tried to use trigger_auto but can't get it to work. The game doesn't seem to know that a round has ended and seems to operate trigger_auto once, at the very start of the map.

Yokai
10-16-2005, 06:03 PM
Originally posted by brute_force+Oct 16 2005, 01:05 AM--><div class='quotetop'>QUOTE(brute_force @ Oct 16 2005, 01:05 AM)</div><div class='quotemain'>Originally posted by Yokai@Oct 16 2005, 01:22 AM
<!--QuoteBegin-TheBoyWithTheThing@Oct 15 2005, 05:43 AM
I don't follow that. Is that coding?
Quoted post



Inside entity properties, you can make it send out a certain "output" to change other entities when certain commands happen. Hard for me to explain, their should be some info at Interlopers.net, HL2 and HL1 output/inputs are the same i think.
Quoted post

No. The input/output system is new in Half Life 2 (Hammer 4.0). HL1 simply has a bunch of trigger values.

TheBoyWithTheThing: try contacting the creator of the map and ask them directly. I believe Maverick made clubzombo, but I don't know who made hotel_final.
Quoted post
[/b][/quote]
]

ah my mistake :( Been a long while since i did hammer for the old hl.

TheBoyWithTheThing
10-17-2005, 11:47 PM
How are you guys able to get your objectives in the various zpo maps to reset? Example: Quad17's alarms?

TheBoyWithTheThing
10-20-2005, 01:18 AM
*BUMP*

Sorry for bumping the post, but I really need to work this out. I've been trying to get past this hurdle for almost 3 weeks now.

noobcannonlol
11-26-2005, 07:54 PM
if you still need help
http://www.egir.dk/index.php?page=vhe_reset.php

TheBoyWithTheThing
07-23-2006, 11:00 AM
Thanks Llama, this looks like the direction I need to solve my problems.