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CS2D General CS2D Max tiggers?CS2D Max tiggers?
23 repliessimple example:
create an env_sprite entity. open its properties and enter "mysprite" as name
create a trigger entity like trigger_use. open its properties and enter "mysprite" as trigger
now you created a working trigger. save and play your map. go close to the tile on which your trigger_use is, look at it and press the use key (E by default). now the sprite should disappear. Presse the use key again and it will be visible again.
you can trigger almost every entity. most will be hidden/shown when you trigger them. you can also trigger a trigger entity. if you do this it will be deactivated so that it does not trigger anything anymore.
it is also possible to trigger multiple entities with one trigger. you can either give multiple entities the same name or you enter several names in the trigger field and seperate them with commas.
an example map for trigger_use in combination with sprites is the map cs_lightswitch!
It works.
What about func_DynWall?
Player
Guestbut it's smaller than normal wall?
And what about other tiggers?
I'm going to write a description for triggers and so on later.
DC has written
lol okay this size is a bug. will be fixed in the next release
I'm going to write a description for triggers and so on later.
I'm going to write a description for triggers and so on later.
Thanks
I'm trying to design a map where one feature is after 30 seconds it kills all the players in the spawn area. I figured I could do this by having an ENV_EXPLODE (Name: exp1) in the spawn area set to damage the surrounding area. I then put a TRIGGER_DELAY with a 30 second delay to trigger that entity (Trigger: exp1).
I've pretty much figured out how the triggers work, and have been able to use them without much trouble. The only problem is, ENV_EXPLODE seems to do absolutely nothing. I tried making it triggered at the start of the round, using a TRIGGER_USE, or without any triggers at all, and it never explodes or shows any signs of being initiated.
Any ideas how to get this to work?
PS. I also found that you are unable to trigger a func_teleport. So you can't have a teleport get disabled or enabled by a trigger. But I can work around this.
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leo has written
im making a map with a teleport. how do i add a sound trigger when the tele is used?
You'll have to use 3 entities for this: trigger_move (Tr), func_teleport (Te), and env_sound (So).
I suggest you place them all in a row, either horizontally or vertically, like so: (Tr)(Te)(So)
Settings:
Trigger_Move - Trigger: tele1,snd1
Func_Teleport - Name: tele1 ; Destination: Choose what you want
Env_Sound - Name: snd1 ; Sound File: Choose what you want ; [X] Play only when triggered ; [X] Do NOT Loop ; [ ] Play Everywhere
The (Tr) needs to be placed directly in front of the (Te) (use multiple to surround it, if needed), so that in walking into the teleporter, the player crosses the tile that has the (Tr). The (So) needs to be close, so that it will be heard when the player crosses into the teleport.
Note: This will not be perfect, because if player walk next to the teleport, but not into it, it will still play the sound. I tried having a teleporter trigger a sound, but it doesn't work.
edited 4×, last 31.07.08 08:36:09 am
also just wanna say, in case nobody knows yet, that the player doesnt die when he gets stuck in the door (func_dynwall).
this can be done on purpose by the player himself as the button to open the door is usually next the the door, and the player can press e on the side of the wall with the button while he's standing on the door..?
I'm sure that you did everything right, justin. it will work in the next release.
I'll add that teleporters trigger as soon as they are used and I'll add that DynWall entities kill the player in case they emerge when the player is on the same tile. thanks for the info.
edited 1×, last 31.07.08 11:39:07 am
(and I already programmed it that way)
sorry but one last suggestion from leo
can you maybe sometime add the option of which side of the walls should be able the open the door?
blargh blargh
and teamkills are possible but they are not counted as teamkill. if you kill an enemy with it it will not be counted as kill either. you do not get money or score for killing with entities.
im currently making a map pack of deathrun maps
and others.
~Aj
whats the name that im gonna put on the trigger_use?
Please answer i need help!
If I'm using a flamethrower against one breakable, it splits up into four pieces. It would be more awesome if the breakable just became burnt and then destroyed.
I've also noticed that the env_explode entity doesn't kill players. A option to enable that would be great.
@KimKat: This is NOT the suggestions thread! env_explode kills players. maybe you just set the explosion power to 0 (which means 0 damage)
Does 5 explosion range mean that the explosion spread to 5 nearby tiles? 5 tile spread? or is it simply the pixel scale of explosion?
Well, I hope it'll work in the new update.