Author Topic: trigger_once and lifts  (Read 4018 times)

Megistos

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trigger_once and lifts
« on: June 03, 2007, 09:52:12 pm »
Hi guys, I've just recently started with Radiant and I have a couple of questions.

Firstly, in the description of trigger_multiple, it says that you can make it only trigger once by using wait = -1. I want a particular event to happen a certain number of seconds after starting the map, so I have a func_timer that starts on and activates the trigger after so many seconds. However, from the behaviour of the map when played, it looks like the trigger is activating more than once. Is there a better way to have an event take place (once) after so many seconds?

Secondly, is it possible to make lifts that the player can use with buttons? I've messed around a bit with func_trains but I've only been able to make lifts that go up and down based on a timer (wait values). Ideally I'd like a system where the lift waits for someone to enter it and press the button. Is this possible?

Any input will be greatly appreciated.

Lava Croft

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trigger_once and lifts
« Reply #1 on: June 03, 2007, 10:18:08 pm »
I can't really tell what your trigger_multiple problem is at the moment. I can tell you that func_train is rather limited in Quake3/Tremulous, and you cannot trigger them, as far as I know.

Could you tell us what exactly you want your trigger_multiple to do? Like, what kind of entity it triggers etc, or even better, post a small example of what you mean in .map format, untextured. That way we can have a look.

Plague Bringer

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trigger_once and lifts
« Reply #2 on: June 03, 2007, 10:24:03 pm »
He wants his trigger_multiple to be able to only be triggered once.
U R A Q T

Survivor

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trigger_once and lifts
« Reply #3 on: June 03, 2007, 10:50:26 pm »
Quote from: "Lava Croft"
I can't really tell what your trigger_multiple problem is at the moment. I can tell you that func_train is rather limited in Quake3/Tremulous, and you cannot trigger them, as far as I know.
Soubok worked around that for his particular idea. Read toggleable doors in this link
http://soubok.googlepages.com/tremulous_editing_tips

Quote from: "Lava Croft"

Could you tell us what exactly you want your trigger_multiple to do? Like, what kind of entity it triggers etc, or even better, post a small example of what you mean in .map format, untextured. That way we can have a look.


The example .map is a good idea.
I’m busy. I’ll ignore you later.

whitebear

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trigger_once and lifts
« Reply #4 on: June 03, 2007, 11:47:47 pm »
I used lift with buttons in highrise ^^
func_button and other trigger like things (timers too far as i know) are counted as triggers rather than func enities.
You can't trigger anything with func_door, now can ya?
if lift or door has targetname key and value that is called from a trigger or two they auto maticly stop working when player steps on them or infront of them like they usualy do but instead they work only if triggered.

Kaleo

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trigger_once and lifts
« Reply #5 on: June 04, 2007, 08:26:27 am »
Quote from: "whitebear"
I used lift with buttons in highrise ^^
func_button and other trigger like things (timers too far as i know) are counted as triggers rather than func enities.
You can't trigger anything with func_door, now can ya?
if lift or door has targetname key and value that is called from a trigger or two they auto maticly stop working when player steps on them or infront of them like they usualy do but instead they work only if triggered.


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Ingar

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trigger_once and lifts
« Reply #6 on: June 04, 2007, 02:57:32 pm »
trigger_always is triggered when the map starts.
Just connect it with a target_delay and
connect your target_delay to whatever action you see fit.

Megistos

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trigger_once and lifts
« Reply #7 on: June 04, 2007, 11:23:16 pm »
Thanks for the input guys, I didn't know trains in Tremulous could be toggled on and off, the Q3A manual said they couldn't. I only needed the delay after the map started because I was trying to work around non-triggerable trains. I've got it sorted now.

Cheers!