*&$% multi_manager

03-07-2005, 11:13 PM
ok, I know this should be simple, but it isn't working for me.

I want to blow up a rock using tnt, have the countdown sprite show, and trigger env_shake.

got the tnt blowing up the rock and the hud thing showing up if you don't have tnt, no problem so far.

I named the func_breakable: rock
trigger when tnt set: rockmulti1
env_sprite name: rocksprite
env_shake name: rockshake

then the multimanager:
targetname: rockmulti1
rocksprite 0
env_shake 5

as I understand it, the target name is the name of the multi_manager and the key values are the names of the entities to trigger and the delay time in seconds.

so what am I doing wrong? as near as I can tell, the multi_manager never gets triggered because nothing happens when the tnt gets set (other than the explosion 5 sec later.)

03-08-2005, 01:59 AM
Is the breakable triggered by the MM or are you relying on it getting damaged enough?

03-08-2005, 08:58 AM
Originally posted by Gorbachev
Is the breakable triggered by the MM or are you relying on it getting damaged enough?

no, the breakable is getting damaged enough. right now, I place the tnt and 5 seconds later the breakable go boom. problem is there is no countdown sprite and no shake. :(

03-08-2005, 10:25 AM
Change env_shake 5 to rockshake 5

I guess the sprite problem will be the set up of the sprite. There must be some key values like, Start Off and Play Once, It's been a long time since I did this stuff though :o




03-08-2005, 10:46 AM
I just wrote down the name of the shake wrong. I actually am using rockshake. I went through your tutorial already (thats how I got the rock to explode :D ), but I don't think the MM is being triggered since nothing works from it. isn't there a way to see what is being triggered in game?

*edit* is there maybe some compiler setting that could be keeping the MM from working? I'm really mystified. this seems like it should be sooooo easy.

03-08-2005, 10:59 PM
well, I don't know what the heck I was doing wrong last night, but I deleted all the entities and put them back in today and everything works just fine. :rolleyes:

must have just been typing something in wrong and was too tired to figure it out. thanks for the help anyway guys.

03-09-2005, 02:35 AM
On a side note, I suggest making the breakable triggered with the MM, and set the flag in the breakable for triggered only. This way you won't have guys damaging it enough to break it open prematurely.

03-09-2005, 04:14 AM
If you do it the way mentioned in the tutorial, it won't break like that anyway, the Object Cap Only flag is set.

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