Forum

> > CS2D > Maps/Editor > Triggers doesnt work
Forums overviewCS2D overview Maps/Editor overviewLog in to reply

English Triggers doesnt work

7 replies
To the start Previous 1 Next To the start

old Triggers doesnt work

macymagiska112
User Off Offline

Quote
Hi. I need help with one thing with the triggers. I tried to make this: When you press a button a secret room will appear. i did this:

A lot of dynwalls. (and dynwall floors)

Name:scrt
Trigger:

then i did a use_trigger to build the room:

Name:
Trigger:scrt,strt
---------------
For some reason it only works when i remove strt.
---------------

then i made a start trigger:

name:strt
trigger:

then i made a use_trigger to open one of the dynwalls:

name:
trigger:door

and the door i want to open dynwall is it:

name:door
trigger:
----------------------

When i press the button the room appears but it doesnt happen anything when i press the door button.


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

If i dont respond in 5 minutes pm me.

old Re: Triggers doesnt work

Yates
Reviewer Off Offline

Quote
Because then you would need to trigger the start. Remove the strt or whatever and be done with it.
Trigger_Starts do not need any name.

old Re: Triggers doesnt work

Alistaire
User Off Offline

Quote
user Yates has written
Trigger_Starts do not need any name.


Oh and the most stupid part is that you don't even make it trigger something.

You could use the trigger_use multiple times too. It's a shit triggersystem you're using.

old Re: Triggers doesnt work

PeterToman
COMMUNITY BANNED Off Offline

Quote
Read a tutorial. We are not going to explain everything about mapping.
Every 2 days someone posts a thread about mapping help. It's not normal.

old Re: Triggers doesnt work

Alistaire
User Off Offline

Quote
Tutorial: Secret chambers

> Method 1#
     - Place a dynwall and call it "secret"
     - Place a trigger_move/trigger_use in front of it or a trigger_hit next to it (on the wall) and call it "trigger", make it trigger "secret, triggeroff"
     - Place a trigger_once and call it "triggeroff", make it trigger "trigger"

> Method 1# 1'
     - Make an exact copy of the outerwall tiles you're using. Call them something like "secretwall.png"
     - Eventually you can paste as much of them as you want in paint to completely cover the room with only 1 sprite
     - Place a sprite called "secret" and use your custom wall image to cover the secret room.

> Method 1# 2'
     - Place many dynwalls called "secret" all over the room so it looks like it's just a wall.

I'd recommend method 1# 1', cause this way you can place entities in the secret room. It's easier to delete too.

Hope this helps!
To the start Previous 1 Next To the start
Log in to reply Maps/Editor overviewCS2D overviewForums overview