Mind boggling problem


Sly Assassin
08-18-2004, 06:24 PM
Right heres the problem,

I'm currently making a map that includes fireable 88's and pak37s (thanks to Fuzzdad for the original ent work on the fireable 88's, least i think it was him).

Now anyway in the original fireable 88 map the 88 fired at a func_mortarfield and set that off which was fine and dandy for what it was doing.
Now I've gone and added this into my map but instead of just firing it at the func_mortar field I've got it targeting a func_laser which in turn targets info_targets that have func_buttons sitting infront of them so that the laser sets off the func_button which will then trigger where the fireable 88 will fire to. Now the func_laser part of this ent monster is to add some randomness in where the 88 will land its shot. but I've got a problem here in all this :( there are six objects that the func_laser ends up targeting, 5 are drums that will explode and have flames etc etc which all work fine, but the sixth is a func_mortar field.

Now the main problem is this, once the 88 has been fired it will sometimes fire blanks, ie once a drums been blown up it will fire at those ents again even though they've been 'fired', now what I'd like is for the 88 to fire at the drums then disregard those drums as already killed and then concentrate soley on the func_mortarfield left behind.

I'm not sure if a mult_manager would do everything I need, ie the random factor in which drum gets blown up and then disregarding it as 'destroyed' and then finally concentrating on the func_mortarfield. Besides which I suck at using the multi_manager and haven't seen a decent dam tut on them yet.

Heres a little diagram of what the ents do so its clear for you if my explanation isn't clear enough.

-----> means targets

Fireable 88 ----> func_laser ------>(multiple) func_button/info_target----> drum/func_mortar field

hope thats clear, if not i'll try explaining it better later on or something :)

Gorbachev
08-19-2004, 02:26 AM
You're basically trying to "kill" barrels as they're set off until finally you're left with the mortar_field?

Sly Assassin
08-19-2004, 04:06 AM
Originally posted by Gorbachev
You're basically trying to "kill" barrels as they're set off until finally you're left with the mortar_field?

yes thats it but its all random so that theres no pattern to which barrel is going to get it next and also the func_mortarfield can be fired during it aswell.

Unfortuantly when I compiled the map before and ran it I fired the 88 and my random laser gig set off all the barrels one after another :( back to the drawing board for me then :(

Ginger Lord
08-19-2004, 11:52 AM
How about just using the random function in the multimanagers?

Sly Assassin
08-19-2004, 03:15 PM
Originally posted by Ginger Lord
How about just using the random function in the multimanagers?

oh is that possible? I'm useless with multi managers compared to everything else :(

Ginger Lord
08-20-2004, 11:27 AM
Yes it is, I used to use it in Density but removed it.

Simply have a multimanager set on random instead of timed. Then have it target the mortarfields, whenever you target the mm it will randomly fire one of the mortarfields.

Sly Assassin
08-21-2004, 12:00 AM
Originally posted by Ginger Lord
Yes it is, I used to use it in Density but removed it.

Simply have a multimanager set on random instead of timed. Then have it target the mortarfields, whenever you target the mm it will randomly fire one of the mortarfields.

Thank you Dear Sir, I'll have a go at this later when I recomple the map.

Also I've heard that the func_mortarfields had been fubared in 1.3 true or not? if so I'll change the mortarfields to env_explosions.

Gorbachev
08-21-2004, 02:16 AM
They were crippled in 1.1 and then fixed in 1.2/1.3 so they work fine now as far as I know.

As a post note, it's easy to do compiles with point-based entities, as you can just do an onlyent compile, it takes only a second but you can update anything from a point-based entity/add/remove them and such. It doesn't work with most and/or any brush based entity as that would mess with the rest of a compile and thus need re-VIS and re-RAD'ing. But basically, you can just keep tweaking values for point entities and checking really easily.

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