English Delay Problem (Editor)

17 replies
Goto Page
To the start Previous 1 Next To the start
03.05.11 03:15:29 am
Up
Mawd
User
Offline Off
Is there anyway to disable the trigger_delay at the very start of the map?
The trigger_start just wont work, it enables the trigger_delay at the start of the map.

I wanna make a disabled delay(lets say delay A) and make it trigger'able' for another looping delay(B & C). Then when you walk to a specific location(trigger_move), the trigger_move enables delay A, then B & C will be able to trigger delay A.

No lua please.

Offtopic:
Spoiler >
WIPs : • Lost Souls •
03.05.11 06:17:00 am
Up
Time
User
Offline Off
No, you can't do this. You can't stop loops either.
IMG:https://sc-cdn.scaleengine.net/i/3a137042de3c79a4d3c69b1f036866e92.jpg
03.05.11 06:43:53 pm
Up
Unknown_Soldier
User
Offline Off
To do that you need lua,, another way is impossible.

btw if you learn lua you can make better maps, really.
Should I come back and make one last map for CS2D?
03.05.11 11:00:41 pm
Up
Picias
BANNED
Offline Off
Agree with Unknown soldier

You need lua
IMG:http://img103.herosh.com/2011/05/19/888215982.gif
03.05.11 11:06:09 pm
Up
Yates
Reviewer
Offline Off
I lol'd actually.
Just don't use the trigger start. Why would you want to trigger something with a start trigger when you don't want to trigger it.

You DONT need lua.

Edit: Lulz wtf, reading your post better I have no idea what you're talking about. Explain better. Damn tired, but this is what he wants, if I'm not mistaken.
A delay that triggers delay B and C?
A move that triggers delay A.
To be honest, I think I'm wrong otherwise he wouldn't be asking.
04.05.11 02:46:51 am
Up
Mawd
User
Offline Off
user Yates has written:
A delay that triggers delay B and C?
A move that triggers delay A.
To be honest, I think I'm wrong otherwise he wouldn't be asking.


First, trigger_move triggers the disabled delay A, and then, delay A was triggered by a looping delay B and C because delay A was enabled.

I just need to know how to disable/enable the delay.
WIPs : • Lost Souls •
04.05.11 08:24:58 am
Up
iCe4147
User
Offline Off
The trigger_move must trigger both A,B, and C then your B and C will trigger A

So I will give you this:
Make sure to keep track of the brackets.

(Trigger_Move [A,{B,C}])

As you can see A, B and C are inside the brackets of trigger_move meaning they are triggered at the same time. So it leaves B and C to start their loop to trigger A. While B and C are simply triggering themselves making a loop.

--------------------------------------------------

To loop delay B and C they must trigger themselves!!
Ex:
Trigger_Delay
Name: iamb
Trigger: iamb
edited 1×, last 04.05.11 08:35:13 am
I am so old school with this game
04.05.11 01:53:49 pm
Up
Mawd
User
Offline Off
Doesn't work for me, maybe I did something wrong, but can you explain it in a form like this and send it to me via PM:
(TriggerName)
Name:
Trigger:
WIPs : • Lost Souls •
04.05.11 02:35:13 pm
Up
iCe4147
User
Offline Off
user Mawd has written:
Doesn't work for me, maybe I did something wrong, but can you explain it in a form like this and send it to me via PM:
(TriggerName)
Name:
Trigger:


It should work. Well is this for a door or something?
Oh right did I forget to mention that you may use trigger_start to trigger B and C?
I am so old school with this game
04.05.11 04:15:09 pm
Up
Unknown_Soldier
User
Offline Off
I want to know (maybe I didn't understand you) if you want to do this:

trigger_move = M
trigger_delay A = A
trigger_delay B = B
trigger_delay C = C

so:
M triggers A
A triggers B
B triggers C
C triggers A
A triggers B and so on

if you want that, you can do it without lua.

But if you want to stop the infinite loop, then you need lua. (or another delay to reset the timer every time)
Should I come back and make one last map for CS2D?
04.05.11 04:15:13 pm
Up
Mawd
User
Offline Off
It's for a "something", not door.
Just post it again using the form I given.

Edit:
Again.. Doesn't work.
The two object which is triggered by delay A, B, C, appears at the same time.

Alright, seems you all don't get it, I will just say the whole story,
SPOILER ALERT!
Spoiler >
edited 1×, last 04.05.11 04:27:30 pm
WIPs : • Lost Souls •
04.05.11 04:20:29 pm
Up
Unknown_Soldier
User
Offline Off
That wasn't for a door, I used this system to make the attacks of the K virus (The terrorist encounter and the final boss)
Should I come back and make one last map for CS2D?
04.05.11 06:17:04 pm
Up
Night Till Death
User
Offline Off
if you want sort of a looping style like i did do this

trigger_start/move/hit - (A)trigger_once & lights sprite & items or manneequips(as you say) - trigger_delay(b)(10) trigger_delay(c/d)(20) - triggers lights off
this will turn the lights off in 10 seconds & turn them on in 20

trigger_delay(d)(2) - triggers delay b that will automaticly trigger B after the seconds pass... if done right it will loop

Thats what i use for my NPC spawn
04.05.11 06:27:45 pm
Up
Unknown_Soldier
User
Offline Off
I understood this:
The delay B and C triggers a light on and off (infinite loop)

when you are in front of the door, you activate the delay A, that delay activates monsters (mannequins whatever), but they appear only if the lights are off, otherwise they appear later (when the delay turns off the light)

if I understood right, You need lua
Should I come back and make one last map for CS2D?
04.05.11 06:45:13 pm
Up
Mawd
User
Offline Off
user Unknown_Soldier has written:
I understood this:
The delay B and C triggers a light on and off (infinite loop)

when you are in front of the door, you activate the delay A, that delay activates monsters (mannequins whatever), but they appear only if the lights are off, otherwise they appear later (when the delay turns off the light)

if I understood right, You need lua


YES, that's exactly what I'm saying!
WIPs : • Lost Souls •
04.05.11 07:17:11 pm
Up
Unknown_Soldier
User
Offline Off
Code:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
A="" --trigger delay A name here
B="" --trigger delay B name here, it turns the lights on
C="" --trigger delay C name here, it turns the lights off
M="" --name of the monsters entities here
Lights=0

addhook("trigger","fearmoment")
function fearmoment(trigger)
     if(trigger==B)then
          Lights=1 --on--
     elseif(trigger==C)then
          if(Lights==2)then
               parse("trigger "..M) --Lights are off, monsters can spawn
          else
               Lights=0 --off--
          end
     end
     if(trigger==A)then
          if(Lights==0)then
               parse("trigger "..M) --you are in front of the door and lights are off
          else
               Lights=2 --you are in front of the door, but lights are on
          end
     end
end


just don't trigger the monsters with delay A, lua does
Should I come back and make one last map for CS2D?
04.05.11 07:30:36 pm
Up
KimKat
GAME BANNED
Offline Off
If you want to avoid triggering the trigger "A" at start just don't trigger it, the trigger won't be activated but it'll remain on the map. If you want to trigger B and C then do the following.

Create entities with trigger_delay with these values.

Name: A
Value: a1

Name: B
Value: b1,c1

It's really simple to work with triggers... just try and you'll understand.
05.05.11 02:24:55 am
Up
Mawd
User
Offline Off
Thank you all for your help, I really appreciate it
I'll credit you guys.

Edit:
@Unknown Soldier After removing the examples you given in the lua, I started a server with the correct delay and triggers, it says
Code:
1
LUA ERROR: sys/lua/fearmoment.lua:1 unexpected symbol near 'i"


The lua I edited:
Code:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
A="A" 
B="B" 
C="C" 
M="M" 
Lights=0

addhook("trigger","fearmoment")
function fearmoment(trigger)
     if(trigger==B)then
          Lights=1 
     elseif(trigger==C)then
          if(Lights==2)then
               parse("trigger "..M) 
          else
               Lights=0 
          end
     end
     if(trigger==A)then
          if(Lights==0)then
               parse("trigger "..M) 
          else
               Lights=2 
          end
     end
end

(They are in space form, it looks confusing here, I just tried TAB but it doesn't work for me :))

Btw, the player must be infront of a dynwall(lets say D), which is a door, the player was actually standing on a trigger_move infront of the door, and it triggers the mannequin when the lights are off.

If you finished this code, please make 5 times of this.
Thank you.
edited 6×, last 05.05.11 03:10:52 am
WIPs : • Lost Souls •
To the start Previous 1 Next To the start