Trigger question

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Vic Marrow
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Posts: 95
Joined: Wed Aug 20, 2003 2:31 pm

Trigger question

Post by Vic Marrow »

I made two rooms and a hall connecting them. I put 2 enemys in one room and the player start in the other room. I didn' write any script execpt to give my player weapons. I'm trying to see what you can do just by putting information in the enity windows (N key & I key) I made 2 waypoint paths for the enemy to follow. One path for one enemy and one path for the other. Then I made 2 triggers_multiple one for each enemy. I wanted to see If I could trigger one enemy at a time to enter the room my player start is in. Now when I start the game I walk through each trigger and wait in the room where the player start is. The enemy does not come in the room. But if I walk through the triggers and then walk 1/3 the way down the hall way. The enemys will follow their paths and walk into the room where the player stat is like the're suppost to. I thought the second I walked through triggers the enemys would walk their path. But they won't . Only when I walk through the triggers and walk 1/3 down the hall is when they will walk their path into the room with the player start. Why does it work this way?
Also once the two enemys get to the end of their path is there a way that you can make the 2 enemys face each other without scripting?
Vic Marrow
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Posts: 95
Joined: Wed Aug 20, 2003 2:31 pm

Post by Vic Marrow »

I've been messing around with the map a little bit and I find that if I move the enemy so they can see directly down the hall into the room with the player start. They will walk their paths just like their suppost to as soon as I walk over the triggers. Every thing is still set up with same distances between triggers and enemy, I just moved them so they can see directly down the hallway into the room with the player start. Does this make sense? Is this how the triggers are supposted to work?
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tltrude
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angle

Post by tltrude »

It might help if you set the angle of each waypoint.
Tom Trude,

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Vic Marrow
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Posts: 95
Joined: Wed Aug 20, 2003 2:31 pm

Post by Vic Marrow »

I figured it out. In the enemy's enity window I had to enter this: Key(alwaydraw) Value(para). Para is the targetname for one of my enemys. The game must not draw the enemys till you reach a certen point on the map. By entering alwaysdraw, The second I walk through the trigger the enemeys walk their path :D
To make the enemys face each other I tried the angle buttons but this didn't work. So I had to script it, like this:
$para turnto $para2
$para2 lookat $para
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