Mr. Chopper Posted August 5, 2003 Share Posted August 5, 2003 See subject. Link to comment Share on other sites More sharing options...
Eldritch Posted August 5, 2003 Share Posted August 5, 2003 On what type of object are you trying to trigger it on? If it's a floor or wall, you could use a little workaround Wedge came up with. He made an invisible brush and turned it into a func_door, placing the edge of it just above the brush for the trigger he wanted to fire (in his case, a push), then just triggered the door to go down, exposing the push. Link to comment Share on other sites More sharing options...
Mr. Chopper Posted August 5, 2003 Author Share Posted August 5, 2003 No, that's not what I'm looking for. Like in the ffa deathstar, when you fire the laser if you go out there while it's on you die........... I want to "Trigger"........... a trigger_hurt brush........ Link to comment Share on other sites More sharing options...
Lil Killa Posted August 5, 2003 Share Posted August 5, 2003 Well first make a trigger_hurt, a trigger_multiple, a target_relay, and a target_delay. Select the trigger_hurt and go into the entity properties window and select the start_off spawn flag. now link the trigger multiple to the target_relay. Next link the target relay to both the trigger_hurt and the target_delay entities. Now add a key- wait and a value- of how many seconds the hurt will be turned on. Now link the target_delay to the trigger_hurt. That should work. I ussed this feature in my verssion of "The longest Yard" I did a few monthes ago:D Link to comment Share on other sites More sharing options...
Shotokan Posted August 5, 2003 Share Posted August 5, 2003 Darn it he beat me to answering! Like always Killa. Anyway I'm agreeing with him. Try that. Link to comment Share on other sites More sharing options...
wedge2211 Posted August 5, 2003 Share Posted August 5, 2003 If that doesn't work, try what El said, that WILL work. That's like The Official Wedge Solution for Everything. Invisible door one unit above the trigger. Yep. You can do anything. The infinite is possible with The Official Wedge Solution for Everything. Link to comment Share on other sites More sharing options...
Lil Killa Posted August 6, 2003 Share Posted August 6, 2003 Originally posted by wedge2211 If that doesn't work, try what El said, that WILL work. That's like The Official Wedge Solution for Everything. Invisible door one unit above the trigger. Yep. You can do anything. The infinite is possible with The Official Wedge Solution for Everything. I like my complicated solution better:D Plus he wanted to know how to do the one in the deathstar and my explanation explaines it:D P.S. yours is a little bit easier though:p Link to comment Share on other sites More sharing options...
wedge2211 Posted August 6, 2003 Share Posted August 6, 2003 Yeah, but if yours works, it'd be more versatile. You could have trigger_hurts that span whole rooms. I think I remember trying something like that once and it didn't work, but then I also don't remember any start_off flag, so maybe I just didn't get it right. Link to comment Share on other sites More sharing options...
monsoontide Posted August 6, 2003 Share Posted August 6, 2003 I set up a trigger that points that points to a target_relay. The target relay points to an fx_runner and a target_delay. The target delay has a wait value of 10 and points to the fx_runner. It works fine but I also get the - Warning: entity used itself - error every time. Any suggestions? Thanks Monsoontide Link to comment Share on other sites More sharing options...
wedge2211 Posted August 6, 2003 Share Posted August 6, 2003 That is the funniest sounding error message I have ever heard. Try deleting all the target and targetname keys in all those ents, and then re-targeting them. Link to comment Share on other sites More sharing options...
Lil Killa Posted August 7, 2003 Share Posted August 7, 2003 Doesn't really do anything bad. i had the same problem in the Q3DM17 I did and it works fine with that error. I think I got rid of it though..... But, I would try what Wedge said:D Link to comment Share on other sites More sharing options...
monsoontide Posted August 7, 2003 Share Posted August 7, 2003 Well, I reset all the triggers and entities from scratch and still get the same error. The effect works fine - it just also gives the error. Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 7, 2003 Share Posted August 7, 2003 I tell you why. See, this is what Lil Killa described: trigger_multiple -> target_relay target_relay -> target_delay and trigger_hurt => they will have the same targetname target_delay -> trigger_hurt but also to itself because of the same targetname. So what I say is: trigger_multiple -> target_relay and target_delay target_relay -> trigger_hurt target_delay -> trigger_hurt This way, only the target_delay and target_relay will have the same targetname, but that is OK, and there will be no error message. Link to comment Share on other sites More sharing options...
monsoontide Posted August 7, 2003 Share Posted August 7, 2003 Excellent, Thanks Leslie Judge!! Thanks works just fine. I really haven't been getting enough sleep to not to notice that (I actually tried that setup earlier, but only after trying the first setup, by which time everything had the same target name!!!). BTW does anyone happen to know if there is a entity flag for items/weapons that will only allow one team to pick them up? (In Quake3:TA it was wf_team 1(Red) or 2(Blue) Monsoontide Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 8, 2003 Share Posted August 8, 2003 I don't know such a possibility in JK2, but because it is based on the Q3TA engine... I would try those if I were you. [edit] OK, I saw your other thread where you say they don't work in JK2. [/edit] Link to comment Share on other sites More sharing options...
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