Crossposting from Sven about trigger_changevalue

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Chaos Wake

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Crossposting from Sven about trigger_changevalue

Post by Chaos Wake » Tue Nov 25, 2014 3:50 pm

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.

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mr.solokiller
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Re: Crossposting from Sven about trigger_changevalue

Post by mr.solokiller » Wed Nov 26, 2014 9:15 am

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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Re: Crossposting from Sven about trigger_changevalue

Post by Tuesday's Avenger » Wed Nov 26, 2014 4:04 pm

Hey Chaos - just posted an update on the SC forums.
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Chaos Wake

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Re: Crossposting from Sven about trigger_changevalue

Post by Chaos Wake » Thu Nov 27, 2014 12:57 am

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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Re: Crossposting from Sven about trigger_changevalue

Post by Spherix » Thu Nov 27, 2014 3:17 am

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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Re: Crossposting from Sven about trigger_changevalue

Post by mr.solokiller » Thu Nov 27, 2014 8:58 am

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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Re: Crossposting from Sven about trigger_changevalue

Post by Spherix » Thu Nov 27, 2014 5:38 pm

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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Chaos Wake

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Re: Crossposting from Sven about trigger_changevalue

Post by Chaos Wake » Thu Nov 27, 2014 6:15 pm

Can't wait for things to be a bit less complicated in 5.0.
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