creating random explosions
Sly Assassin
10-01-2003, 06:30 AM
Ok I have searched through the forums and read some threads on this subject, but unfortuantly I'm still abit lost on it.
I understand placing the env_explosions and changing the value of the explosion etc.
This is where I'm at, I've got the env_explosions all placed and named. T
hen I have the multi_manager targeting every env_explosion in turn with a different value for its time, ie every 5, 10, 15, 20 seconds etc it is meant to go off.
Also I changed these settings:
Time offset 0
Max Time offset (Random) 0
Trigger to send On
Mode Normal (time offset)
I have the multi_manager named multi1 which is in turn targeted by a trigger_auto which is set as Trigger state on.
Now I get one set of explosions and thats it :(
Any help would be great :D
Kehldon
10-01-2003, 08:07 AM
Not sure I really understood it all but try this:
The trigger_auto only starts the multi_manager at the start of each round, so you have to loop the multi_manager... otherwise it will just end once the multimanager is done.
Try having the multi_manager trigger itself once it has trigger the explosives... Im not 100% it works but you can try... still at work so I can't do it for you...
Sly Assassin
10-01-2003, 08:49 AM
I've got the multi_manager on loop already under flags.
And its not looping itself once its done its first set.
FuzzDad
10-01-2003, 09:01 AM
Try this: Verc Tutorial on Random Event Generator (http://collective.valve-erc.com/index.php?doc=1045094934-21558900)
Sly Assassin
10-01-2003, 09:52 PM
Ok let me get this straight, from that tut you gave me Fuzzdad, it goes like this for creating random explosions,
Env_beam targets single info_target
single info_target then targets multiple info_targets
multiple info_targets then target multiple func_buttons
multiple func_buttons then target multiple env_explosions
And with all the entites set up accordingly and named right, this will create random explosions?
right? wrong?
Insta
10-01-2003, 10:39 PM
Here ya go, I made a example map since I was bored :)
Sly Assassin
10-01-2003, 11:09 PM
cheers for that I was soooo close to having it done right lol
Well I understand it now ***lly which is good, thanks for the help insta always good to receavie some help :D
Sly Assassin
10-01-2003, 11:31 PM
one last question what should texture should I cover the func_buttons with, the aaa texture shows up in game and I don't want to see them ingame.
Would the sky texture work or not?
Insta
10-01-2003, 11:43 PM
Put the whole random event generator in a sealed off room, away from the map :)
But, if you want to make invisible brushes, either texture them with the Null texture, or set Rendermode to Solid and RenderFX to 0 (Not sure if buttons have those options)
sly, you can also just make the func_buttons additive and have 0 fx. Then you don't have to worry about them showing up.
Monk
Or you can read the post above all the way and realize it said what you just typed and you were simply too lazy or tired to read it all. Heh, ooops.
Monk
Sly Assassin
10-02-2003, 01:43 AM
heh doesn't matter I figured it out 5 mins after I posted it just changed its render to texture and it disappeared, though its still solid, that doesn't worry me though cause its behind come clip and can't be accessed.
Now I'm working on Waldos new mortar system for Charlie and Forest so I can have 'smart' mortars on my map.
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