Forum

> > CS2D > General > CS2D Max tiggers?
Forums overviewCS2D overviewGeneral overviewLog in to reply

English CS2D Max tiggers?

23 replies
Page
To the start Previous 1 2 Next To the start

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
you have to use the name and the trigger fields.

simple 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!

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
It's something like a door! It's a wall/an obstacle which disappears when you trigger it. it will appear again if you trigger it a second time and so on.

old Player

Guest

Quote
It works,
but it's smaller than normal wall?
IMG:https://img294.imageshack.us/img294/7109/smallmz2.png

And what about other tiggers?

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
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.

old Re: CS2D Max tiggers?

Guest

Quote
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.


Thanks

old Re: CS2D Max tiggers?

Guest

Quote
im making a map with a teleport. how do i add a sound trigger when the tele is used?

old important Re: CS2D Max tiggers?

ljUSTiNl
User Off Offline

Quote
I didn't want to create a whole new thread to get help with a simple question I have, and it relates to triggers in the new cs2d, so I'll post here.

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.

==============================

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

old Re: CS2D Max tiggers?

Guest

Quote
ok thanks justin

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..?


IMG:https://img504.imageshack.us/img504/5396/ctfoceanflamer00000kg1.jpg

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
sorry, env_explode just doesn't work yet. the explosions of env_breakables doesn't work too.
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

old Re: CS2D Max tiggers?

Leo
User Off Offline

Quote
instead of killing the player, how about pushing him out or make the door button not work until he's out, cos people will just camp next to the button and door squish anyone who tries to enter

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
killing is the best solution. always.
(and I already programmed it that way)

old Re: CS2D Max tiggers?

Leo
User Off Offline

Quote
ok, sure
Spoiler >


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

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
you have to set trigger entities on tile above/under/left/right of it. so you can control from which direction it can be used. and don't put a trigger_use on the wall but on the tile next to it. so it will not be useable from both sides of the wall.

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.

old Re: CS2D Max tiggers?

Lee
Moderator Off Offline

Quote
With triggers its possible to make deathrun maps.

im currently making a map pack of deathrun maps
and others.
~Aj

old Re: CS2D Max tiggers?

Guest

Quote
hey.. how do u use Dynwall?
whats the name that im gonna put on the trigger_use?

Please answer i need help!

old Re: CS2D Max tiggers?

KimKat
GAME BANNED Off Offline

Quote
I'm kind of bored of the env_breakable animations. When destroyed they release these four squares. What about changing so that you could change or add more animations of the breakable entity, it could get useful someday.

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.

old Re: CS2D Max tiggers?

DC
Admin Off Offline

Quote
@Naks: You can select every name you want. Enter a random name in the name-field of your DynWall and also enter this name in the trigger-field of your trigger. thats how it works with all entities.

@KimKat: This is NOT the suggestions thread! env_explode kills players. maybe you just set the explosion power to 0 (which means 0 damage)

old Re: CS2D Max tiggers?

KimKat
GAME BANNED Off Offline

Quote
Well I've tried env_explode as trigger and put 100 as explosion power and 5 as explosion range, and then when I walk right next to it I trigger it. It doesn't hurt me at all. And I'm using v.0.1.0.6 I wonder why it doesn't kill me.

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.
To the start Previous 1 2 Next To the start
Log in to replyGeneral overviewCS2D overviewForums overview