confusing triggers


PanFrie
01-02-2005, 06:04 PM
ok... this is too confusing for me to do... so could someone help me out?

ok, i want a cow to act like a mortar. i want the cow to, when pressed, fly into the air (if possible), have a sound play (the "fetchez la vache" sound from monty python and the holy grail :-P) then, have the cow (again, if possible) fall out of the sky onto a small area and kill anyone who is there... if you cant make the cow fly up, or fall down, then just have them dissapear or something...

killer tomato
01-03-2005, 07:06 PM
Well,

You could make the cow stand on a surface wich you could tie to the func_train entity and then arrange a path of train_track's to act like a ballistic and then trigger a func_explosion with a magnitude of 400 or so...

It's a whole lot of entitywork for a beginner though :rolleyes:

Maybe a func_shooter would work?

Great idea though :D

succes

PanFrie
01-04-2005, 08:03 AM
would the model move with the func_train? if so il get my friend to show how to do that... i never really thought of that... thanks! il try it tonight

Gorbachev
01-04-2005, 05:42 PM
Sounds like brutal lag to me. Unless you make an animation for the model the effect would probably look really hoakey.

greenhorn
01-04-2005, 07:28 PM
there's a {cow texture in the flugplatz wad, make your func_train look like a cow, then plot its course, or
moveswith doesnt work anymore, but maybe an env_shooter would shoot a cow model, i dunno, try it and see

PanFrie
01-04-2005, 07:55 PM
lol... i likethe env_shooter idea... but wouldnt the model fall back down to the ground?

PanFrie
01-05-2005, 08:12 AM
ok, so i made the shooter... but i cant get it to go upwards!!! i fires staright out, and goes all the way around the map! help

killer tomato
01-05-2005, 09:34 AM
Set the angle to 'up' instead of pointing it in a horizontal direction. I'm not sure though if it 'll work since I'm not really familliar with the func_shooter but you could give it a try. :)

If all of this won't work you could maybe just trigger the cow to disappear and then trigger another cow to render and fall from a height a few moments later. Tie a cool sprite to it like half-life's original alien-spawn sprite and add a funny sound to the falling cow :D


meeeuuuuuuUUUHHH... SPLAT/BOOM!

PanFrie
01-05-2005, 12:24 PM
lol tomato... ur a funny guy.

unfortunatly the circle things dont work... i point the arrow where i need it, and it just goes back to whatever it was before i changed it, so i need to set the XYZ coordiantes on my own. i think i just need to set Y to -90... il try it and let you guys know how it worked

as for the sounds... im doin that anyway :-P

PanFrie
01-05-2005, 12:39 PM
ok, so that worked... but they fall back down!!! how do i avoid that? unless i can make the cow go un such an angle that it lands PERFECTLY in the crater... that would be cool... and not look as corny

can i make the triggers go from a timer? like when i push a button, the cow flys, 2 seconds later the crater explodes

killer tomato
01-05-2005, 01:50 PM
Yes, use the nonbrush entity func_delay and tie it to the trigger that's set on making the cow fly.

So when you trigger the trigger that triggers the cow, it triggers the func_delay to (wich -of course must have the same name as the cow) triggers the crates to explode 2 sec's later. lol.

Personally I'd go for the perfect angle, that looks way better ;)

PanFrie
01-05-2005, 03:05 PM
god that was confusing tomato! but i think i got it... the angle is gonna be tough... like playing scorched earth! lol thatle be fun scortched earth dod... lol this is gonna take about an hour...

EDIT: i cant find func_delay

killer tomato
01-05-2005, 03:17 PM
Sorry, I ment a trigger_delay :o

PanFrie
01-05-2005, 03:33 PM
ahh ok... haircut missed that in his FGD file...

PanFrie
01-05-2005, 05:19 PM
ok.. now comes the harder part... i need this list of things to happen:

Press:
func_button

Triggers:
Catapult fires
Cow fires

3 Seconds Later:
mortar field goes off

can someone give me a list of the ents needed, and what i need to set stuff to? or at least the first part?

greenhorn
01-05-2005, 11:19 PM
button triggers multimanager

multimanager triggers everything else in whatever order at whatever intervals you want

goto 'smart-edit' in your multimanger
then hit 'add'
put in (names are just for example)

targetname cowmulti
catapult 0
cow-shooter 0.2
mortarboom 3

PanFrie
01-06-2005, 09:13 AM
dude you are a god (so are you tomato, and everyone else who helped)... thank you

haircut
01-06-2005, 09:49 AM
I didn't miss anything.

I've never heard of a trigger_delay or func_delay


Try using the delay property in trigger_relay though ;)

PanFrie
01-06-2005, 09:50 AM
ahhh, ok, well turns out i didnt even need it, greenhorns way worked out fine.. now need to spend another hour geting the timing perfect...

haircut
01-07-2005, 04:14 AM
yup, the multi_manager is the way to go, all triggered entities in one easy place to see.

killer tomato
01-07-2005, 06:02 AM
Try using the delay property in trigger_relay though

Aaah, crap. Sorry but I wrote it away from Hammer so I coulnd't check right away. I was close though...

;)

Yeah, Haircut rox anyway ;)

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