trigger_multiple once per round?

Started by sooshkarecord holder
04/08/2011 20:40
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sooshkarecord holder04/08/2011 20:40

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

spr1n mapper04/08/2011 21:11(edited 04/08/2011 21:15)

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]

sooshkarecord holder05/08/2011 00:07(edited 05/08/2011 00:14)

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) :|

spr1n mapper05/08/2011 18:49

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.

sooshkarecord holder05/08/2011 22:53(edited 05/08/2011 22:53)

thx spr1n <3!!!!!

i'll dedicate a battle movie for u, spr1n vs dunno zhady on wigbl0ck :DDD

spr1n mapper06/08/2011 10:41

you dont have to)
glad it worked, bring us some fun maps!

kQbmigrecord holder08/05/2014 21:42

Originally posted by spr1n
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.


Your formulation is as clear as my semen. :/

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