reset entities?


josh_u[RR]
05-09-2005, 12:14 PM
I have a trigger_hurt in my map that turns on for a few seconds, then turns back off. the problem is that occasionally if it gets triggered right at round end, it doesn't reset. which means it is on for the entire next round...not good. it works just fine 98% of the time but is there a reset all entity, or some other way to make sure that everything resets at round end?

redfalcon
05-09-2005, 05:44 PM
a good simple and effective solution is make a door 1 unit thick, cover it in null brush, and put it in a spawn making sure it is large enough that it is under all the player spawn entities. then it should trigger something like a multi manager or trigger relay when activated (which would be when any player spawns at the beginning of the round). set the door to -1 time before reset so it won't even be noticeable. doors reset nicely on their own.

used this in para_steelhorizon, the most rediculously complicated entity wise map ever made.

StreamlineData
05-09-2005, 08:38 PM
Originally posted by josh_u[RR]
I have a trigger_hurt in my map that turns on for a few seconds, then turns back off. the problem is that occasionally if it gets triggered right at round end, it doesn't reset. which means it is on for the entire next round...not good. it works just fine 98% of the time but is there a reset all entity, or some other way to make sure that everything resets at round end?
Nice to know you're getting right on that bug, josh... I like your map quite a bit. So it sucks that swordz'll have to pull it off until the bugs are gone. =o\

I imagine that the worst part of testing that particular bug is that it doesn't happen very often.. =o\
Was I the first one who reported it?

josh_u[RR]
05-09-2005, 09:19 PM
Originally posted by StreamlineData
Nice to know you're getting right on that bug, josh... I like your map quite a bit. So it sucks that swordz'll have to pull it off until the bugs are gone. =o\

I imagine that the worst part of testing that particular bug is that it doesn't happen very often.. =o\
Was I the first one who reported it?

yeah it sux. it actually happened one time before on our server a long time ago, but I could never get it to duplicate, so I thought it was just a fluke.

what I am going to do is put in a watcher that will check the trigger_hurt entities and if they turn on in the first 20 seconds of a round start, it will turn them back off. also, I think that what might be happening is that the hurt is being triggered twice before it gets turned off from the first trigger. if that is happening it would switch from being off most of the time, to being on most of the time. to make sure that doesn't happen, I'm going to put in a reset delay.

although I'm not sure exactly what is causing this problem, these two things should make sure that it can't happen again.

while I'm at it, I'm going to move the mortar/air strikes farther away from spawn and fix other various things that have come up since b4 was released.

Mac50
05-10-2005, 07:57 AM
You can toggle the entity, with a env_state or just trigger its name. Those are 2 different ways.
That being said the trigger_auto point-entity will set the brush-based entity to "on" at every round start.
But... What is the context: HL1,dod1.3,HL2,CS:source? Precise the at least the fgd for our readers.
It's cool to be "fresh meat" after 6 years of mapping ;)

StreamlineData
05-10-2005, 08:03 AM
Originally posted by Mac50
You can toggle the entity, with a env_state or just trigger its name. Those are 2 different ways.
That being said the trigger_auto point-entity will set the brush-based entity to "on" at every round start.
But... What is the context: HL1,dod1.3,HL2,CS:source? Precise the at least the fgd for our readers.
It's cool to be "fresh meat" after 6 years of mapping ;)

dod 1.3... his map has already been released quite awhile ago. didn't you know? :P

Mac50
05-10-2005, 07:45 PM
No i don't know.

josh_u[RR]
05-10-2005, 11:57 PM
Originally posted by Mac50
No i don't know.

lol, I'm guessing sld was being sarcastic, I'm not exactly famous :P

thanks for the help btw. I want the trigger_hurts to be off, not on, at round start, which they should have been anyway. it seems that the "initially off" flag did not always get set, so I took it off and made a func_wall_toggle as the master. as an extra precaution I added the trigger_auto to send "off" at round start to the func_wall_toggle.

to be doubly sure that they didn't get set off prematurely, I added a timer to prevent triggering for 25 seconds after round start.

to be tripily sure, I added a 20 second reset delay to keep the triggers from overlapping and causing problems.

should be bulletproof now. :P

Mac50
05-11-2005, 11:15 AM
Then without hesitation, i'd use the Master property to handle this func entity via a env_state, nothing more not to perturbate the process. The problem is either hard-coded (ie the func_breakable did not reset properly in former times) or entities not well configured. I'll take a look (focusing on source since 2 years now).
In fact it's easyer to post sarcasm in the forum than manipulate entities or provide technical help to the mapping community.

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