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CS2D General TriggersTriggers
15 replies 1
Re: Triggers
GuestTriggers are easy, once you learn what they do.
You basicly bind things togheter and make some fun stuff with it. For example; Add a func_teleport in the map, be sure to link it to a destination. Name the teleport to anything you like, name it something like this "tele1" then add a trigger_use somewhere nearby close to a wall or something and pick a button that fits, then try to align it to fit. Name the trigger if you want but it's just optional. Now where you see "Trigger" enter the value of the entity of the teleport which is "tele1" now click done/apply. And you're done. Test it and you can only use the teleport if it's triggered.
Re: Triggers
GuestWhen u push it, laser will come ground to 5 sec.
And then it disappear. And u need to push a button again.
So, how to tigger 2 things?
Like,
Tigger: Thing1, Thing2
Thing1 is the laser, and Thing2 is Delay to laser (disappear).
Trigger_use, Trigger_delay, Env_sprite. I would add another thing... for example Env_sound for the laser, to make it sound tasty.
You need to add "thing2" into the Trigger_use trigger field and the name "thing1" I guess, and then add the name for the Trigger_delay the value should be "thing2" since it's triggered from "thing1". I don't really know how you mean... but it goes something like that. The delay is used to kind of "slow down" each trigger, and activate them when the time runs out. So you need to bind each trigger to another. Of course it might take some time to learn... but try to figure it out. You live and you learn!
1 - give the entities which have to be triggered the same name
2 - seperate the names of the entities with comma.
for example: "a, b, c" in the trigger field (without the ") will trigger all entities with the name a, all with the name b and all with the name c.
Re: Triggers
Guestadd 3 move triggers
trigger1 triggers name: triggerT, trigger1, trigger2 - set to T only.
trigger2 triggers name: triggerCT, trigger2, trigger1 - set to CT only.
trigger3 triggers name: triggerT, trigger3 - set to T only.
trigger3 has to come b4 both trigger1 and trigger2 so as to not confuse the players (it's better if they see it b4 than to keep on stepping on the T trigger) and to also name a few sprites triggerT or triggerCT (or an info_msg) to notify them that the spawn has changed.
add 2 spawn points next to the flag, one is infoT->triggerT, other is infoCT->triggerCT (note im abreviating here). add a start trigger with triggerT, triggerCT, trigger1 as the trigger parameter.
Explanation:
When the map loads, the start trigger automatically disables the triggerT spawn and the triggerCT spawn, as well as disabling the T move trigger, trigger 1. the trigger3 and trigger2 move triggers are still operational. The move trigger3 trigger serves the purpose of the first T hit activation. Basically, this allows you to alternate between the T and the CT without having to disable both and never being able to enable it again. Trigger 3 works by performing the function of trigger1 without enabling trigger 1, and after one use, it is gone. Leaving us with a disabled trigger 1, enabled T spawn, and disabled CT Spawn with enabled CT trigger. Using the above triggers, when either side go through the tunnel, their Spawn will be activated, etc.
Re: Triggers
GuesttriggerT, triggerCT, trigger1
MEh has written
How can I make it so that when I use a wall, it teleports me to my spawn?
You can't
leegao has written
You can't
MEh has written
How can I make it so that when I use a wall, it teleports me to my spawn?
You can't
So then is it possible to just make a teleporter work for one team?
1