trigger_multiple once per round?
ok lets say i want trigger multiple to activate only once per round, rather than every 10 seconds (default). i know its possible with a multisource/multimanager/door or something just not sure how exactly :|.
a step by step would be nice :DD
usually func_door's "Fire on close" is used to trigger something on round end. for example some reset sequence.
but in your case its much easier. just make a button with "Delay before reset" -1. that would trigger something just once per round. and set a name for it and make it invisible if you want to trigger it with trigger_multiple.
trigger_multiple {delay 0} -> func_button {delay -1} -> [your_entity]
ok i want a certain area to give a weapon with trigger multiple.
i followed ur steps
trigger_multiple
-target: button
-delay before reset: 0
func_button block in another hidden room:
-targetname: button
-delay before reset: -1
-target: equip
game player equip entity:
-targetname: equip
-give mp5
when i enter the trigger multiple area nothing happens. without the button it works but it gives mp5 every 10 sec (or whatever else i set the delay to) :|
yeah such entities must be triggered directly in order to identify player.
create master for trigger_multiple (multisource). set some global state name and create two env_global entities with the same global state, one to turn it on and other off. Depending on global state trigger_multiple will be active or inactive (master key should be filled with multisource entity name). pick one of the env_global to set initial state ON (there is a flag to set initial state).
now name env_global that switches global state OFF, it should be the same name as your equip entity. So when it triggered once - it turn itself off after that.
next create invisible func_door to turn ON that global state again on every round end. to do that set "Fire on close" key with env_global name that turn global state ON.
thx spr1n <3!!!!!
i'll dedicate a battle movie for u, spr1n vs dunno zhady on wigbl0ck :DDD
you dont have to)
glad it worked, bring us some fun maps!
Originally posted by spr1nyeah such entities must be triggered directly in order to identify player.
create master for trigger_multiple (multisource). set some global state name and create two env_global entities with the same global state, one to turn it on and other off. Depending on global state trigger_multiple will be active or inactive (master key should be filled with multisource entity name). pick one of the env_global to set initial state ON (there is a flag to set initial state).
now name env_global that switches global state OFF, it should be the same name as your equip entity. So when it triggered once - it turn itself off after that.
next create invisible func_door to turn ON that global state again on every round end. to do that set "Fire on close" key with env_global name that turn global state ON.
Your formulation is as clear as my semen. :/
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