A BETTER triggers question


2ltben
09-09-2003, 06:04 PM
I still have no freakin' idea how to use triggers, so to get me off the beaten path, could someone help me out on a tutorial. I want to have a trigger(on a radio or something to step on, I know there's a flag for activate) activate an explosion which shakes the screen a little, activates a sound, and changes the current model to a submodel(a parked tank to a destroyed tank). Also, what texture should I use for the trigger?

2ltben
09-12-2003, 03:11 PM
Anyone?

haircut
09-13-2003, 01:57 AM
Trigger_once
http://collective.valve-erc.com/index.php?ent=trigger_once

Get the trigger_once to target a multi_manager:
http://collective.valve-erc.com/index.php?ent=multi_manager

Then get the multi_manager to target the other stuff, explosion, sound and models.

Shake:
http://collective.valve-erc.com/index.php?ent=env_shake

Sound:
http://collective.valve-erc.com/index.php?ent=ambient_generic

Getting the tank to change into a blown up one is a bit more involved.

You need two tanks in the map:
1) The tank (Visable at the start)
2) The tank sub-model (Invisable at the start)

At the start of the game you render the blown-up tank invisable and the normal tank visable. Then with the multi_manager you target two env_renders, one renders the good tank invisable and the other renders the blown up tank visable.

env_render:
http://collective.valve-erc.com/index.php?ent=env_render

I do have a small map that has this in it but it's a "Blow up the 88" map and I don't like the way I have the enities targeted :rolleyes: Check my webby.

From what I've seen, you don't need to reset anythng at the start of the next round.

Well ... thats what I'd do :D

2ltben
09-13-2003, 02:01 PM
I set up a radio on a button so it calls in three shells, but I've found some problems, my two ambient generics, radiomorse and artyhit, only play every other time, and only the sound of the second and third explosions(the shakes work) play. I'm also thinking about setting it to loop and adding an off switch.
*edit*
nm, I found out the explosion entities were under the map. Still have the sound problems though.

2ltben
09-13-2003, 03:20 PM
OK, the test map works now, all my problems are fixed. Thanks for the help, I'm thinking about turning the map into a real trench map, or at least the British coming out of the woodwork and attacking the Axis trench. So far I have a radioman that sends out artillery, a warning message w/ sound for each side, 5 timed explosion/shakes, and I'm going to add in some more glitz.

haircut
09-14-2003, 02:00 PM
cool ... look forward to seeing it.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.