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I could have use for a "trigger_spam" or something like that...

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 |GG|Carl
02-07-2004, 5:47 PM
#1
I have a shooter_blaster on my map, but it only fires one shot...

It's actually even more complicated than that: I have a player-usable-trigger, which is linked to anoter trigger, which is linked to the gun;

Button>Trigger>Gun

So, I need to make the trigger get used many times, instead of just once.

Any ideas?
 vas_zag
02-07-2004, 6:59 PM
#2
hey guys new here
erm func_timer?
just i dont know how to stop func_timers once they have started
:(
 vas_zag
02-07-2004, 7:40 PM
#3
aha i know
just make a load of triggers that get triggered by the button
then make the "delay" value for each one a bit more depending on how quick you want it to fire
so like the first one would be a value of 0 the next 0.5,1, 1.5 and so on.........
 |GG|Carl
02-14-2004, 10:38 AM
#4
Originally posted by vas_zag
aha i know
just make a load of triggers that get triggered by the button
then make the "delay" value for each one a bit more depending on how quick you want it to fire
so like the first one would be a value of 0 the next 0.5,1, 1.5 and so on.........
Yes, I thought of that as well, but is there no easyer way?
 WadeV1589
02-14-2004, 11:08 AM
#5
If your first thing is a func_button you're gonna have a helluva time getting that shooter to fire more than once, you need to use something like a trigger_multiple so it can be fired every x seconds if you merely hold down the use button. You could set the func_button to come back up again quickly to re-fire but it'd look messy.

However if for some odd reason you must use a func_button, you could use Icarus to make the shooter fire several times and the script would involve just a target_scriptrunner instead of multiple entities...

...I really do think the button needs to go though.
 |GG|Carl
02-14-2004, 11:50 AM
#6
Sorry, I think I confused you, this is what it's like:

Trigger_once (not func_button) > Trigger_multiply > Gun

So... Shall I use a trigger_multiply instead of a trigger_once? You see, it's only supposed to fire once...
 WadeV1589
02-14-2004, 12:49 PM
#7
Hang on...you want to be able to fire it many times but only when the player is using it?

If that's the case you really do just need the trigger_multiple and shooter_blaster. There is no need at all for the trigger_once, a trigger_once means just that, it can only ever be triggered once!

If you only ever want it to be fireable once, scrap the multiple altogether.
 |GG|Carl
02-14-2004, 1:19 PM
#8
Here is a more exact description:

You push a console (trigger multipy) ,which makes the guns fire at a breakable wall (which doesn't actually take damage). after a while, a delayed trigger_once makes the wall explode.

The problem is that it looks sorta weird when the guns shoot one shot, and 10 secs later, the wall explodes :P.
 WadeV1589
02-14-2004, 2:36 PM
#9
Right, if shooter_blaster only fires once your best bet would be a script, you can use icarus to fire it repeatedly and even use the script to break the wall. It would cut down the in-game entity count.
 wedge2211
02-14-2004, 2:38 PM
#10
If you don't want to script it, you you have the trigger_multiple activate a func_timer that then fires the gun every x seconds.
 vas_zag
02-14-2004, 7:38 PM
#11
i still like the many triggers idea........
erm how do you stop a func_timer from fireing because once mine starts it wont stop :(
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