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 Post subject: Crossposting from Sven about trigger_changevalue
PostPosted: Tue Nov 25, 2014 2:50 pm 
 
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Location: cloaking on ctf_warforts
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I recently made a thread on the Sven Coop forums about an issue I'm having.

I have no idea if anyone from here might be able to help me find a solution but I thought it was worth a shot.

Here's the problem as I described it.

Chaos_Wake wrote:
Hey,

I started making an alpha build of a map just yesterday but ran into a game crashing issue involving the combination of trigger_multiple, trigger_relay, and trigger_changevalue.

Its largely based around the advanced class system described by NIH, so this issue is something I want to get resolved though I personally don't know for sure whats going wrong.

What essentially happens is when I string together trigger_multiple, trigger_relay, and trigger_changevalue in the domino kind of way NIH described the game just crashes once trigger_multiple is reached. I fooled around a bit and it seems like it crashes when multiple trigger_changevalue entities have the same name. I'm really confused by this as this is what NIH described to do. It also crashes without an error message, just straight to the desktop.

I attempted also once I realized that to change trigger_changevalue(rifleman) to trigger the next trigger_changevalue(now named rifleman2) in a chain but that simply just did nothing.

Here's a link to essentially everything that comprises the map including the wads for it. This is a build of it after I attempted to end the crashing. Now the rifleman class system simply does not work .https://www.dropbox.com/s/aktn3w46pv...build.zip?dl=0

Here are images of what specifically I'm talking about, this first one being the simple teleport hole I made for the "rifleman" class. https://www.dropbox.com/s/mgtuq1p4sk...Error.png?dl=0

This second image is of what I changed the second trigger_changevalue to in case that gives you an idea of what might be wrong. https://www.dropbox.com/s/j5clpv43j9...rror2.png?dl=0

Thank you


EDIT: Looks like the quote fucked up the drop box links. I'll just img the pictures here.

EDIT 2: Looks like the file link as well.

Image

Image


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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Wed Nov 26, 2014 8:15 am 

Joined: Fri Jul 30, 2004 9:52 am
Posts: 23
I responded to your thread on the SC forums, check that the name of the trigger_relay is different from its target trigger_changevalue entities.


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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Wed Nov 26, 2014 3:04 pm 
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Joined: Wed Nov 12, 2014 11:38 am
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Hey Chaos - just posted an update on the SC forums.

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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Wed Nov 26, 2014 11:57 pm 
 
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Joined: Thu Sep 25, 2003 9:00 pm
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Location: cloaking on ctf_warforts
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Thank you guys a lot, I've been able to resolve that issue with no problems so far.

I actually have a completely separate question now if anyone is willing to answer.

Is it theoretically possible to make a Sven map end if all the players have died?

For example if I made respawning impossible and made revive only possible through a medkit would I be able to successfully trigger game_end by some means?

I know something like that is a core element of Counter Strike's round switching but I don't know how I would incorporate that into Sven.

Going to cross post this as well by the way, just to make sure it gets good viewing as its important to the game mode I'm attempting to create.


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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Thu Nov 27, 2014 2:17 am 
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Joined: Sat Mar 13, 2004 4:42 pm
Posts: 382
Location: The Netherlands
I can't really find information on in I/O of goldsource oddly enough, but Source has a OnEndTouchAll property for trigger_multiple. If that's present in the map, make a giant trigger that spans across the map, and have it act on when nobody is touching it anymore.


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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Thu Nov 27, 2014 7:58 am 

Joined: Fri Jul 30, 2004 9:52 am
Posts: 23
GoldSource doesn't have an I/O system, only simple triggering of entities. Basically something like Use and OnUse, but only that one for most entities, and it affects entity behavior.


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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Thu Nov 27, 2014 4:38 pm 
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Joined: Sat Mar 13, 2004 4:42 pm
Posts: 382
Location: The Netherlands
It's been so long U_U

I can only imagine the pain that lots of mappers went trough then... I remember some climb maps with lock combinations to secret rooms, once unlocked they played music, moved things, triggered lights etc. Sounded like decent I/O back then =o


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 Post subject: Re: Crossposting from Sven about trigger_changevalue
PostPosted: Thu Nov 27, 2014 5:15 pm 
 
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Joined: Thu Sep 25, 2003 9:00 pm
Posts: 2975
Location: cloaking on ctf_warforts
SteamID: STEAM_0:0:410986
Can't wait for things to be a bit less complicated in 5.0.


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