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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Trigger_multiple and other trigger problems
N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Level 4
Category: SoFII Mapping
Posted: Monday, Jul. 8, 2002 04:36 pm
I guess I'm used to mapping for HL and am having trouble getting some functionality to a few things within Q3/SoF2/Radiant. One problem I'm having is with triggers and targets.

Say for example, I wanted a button to open a door. But when you press the button, I want a 'stand clear' alarm type sound to play while the door is opening, and then for it to stop once the door is fully opened.

How would you do this? CAN you do this? This is assuming that the sound file is playing (looped) several times while the door is being opened...so it needs to be turned on, and then turned off. I was going to try and have the button trigger the sound, and a trigger multiple, the trigger multiple open the door, and then the door trigger the sound again (to turn it off) once it's opened. Is this possible?

Also, do the 'wait -1' flags work for making doors and buttons never 'return' to their unused/opened state? And I still have yet to get doors to 'toggle' open or closed. Sorry for the long post, but I figured it was all related...
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brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
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Level 3
Category: SoFII Mapping
Posted: Monday, Jul. 8, 2002 06:13 pm
I'm having some probs in this area as well.. some help sure would be appreciated here..

as for your triggers..

loop the sound however many times you want it to loop in your fav sound editor.

So if door's wait period is 12 secs, loop the sound to approx 12 secs as well, then just give it the same tagetname as the door.

I haven't tried the 'never come back' flag yet.. when I get home I can give it a try tho...

As for the toggles.. I have not gotten the doors or the lights as of yet to properly toggle states.
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Level 4
Category: SoFII Mapping
Posted: Monday, Jul. 8, 2002 08:01 pm
Thanks again, brutus_, for your help. While the solution you listed WOULD solve that particular problem, my question still remains in how you might solve the problem without having to make a custom sound file (I figure, the less custom sounds to include the better?).

I *REALLY* want to know how to get 'toggled' doors and lights to work. Someone on here, I believe, mentioned that dynamic (on and off) lights aren't possible...but it seems that with the ability to make a point light 'flicker' from bright to completely off, there'd be a way to target lights and be able to switch them on and off.

Again, thanks all you guys for your help!
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brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
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Level 3
Category: SoFII Mapping
Posted: Monday, Jul. 8, 2002 08:21 pm
yeah.. I'd like to second that.. there has to be a way.. the doc's even tell you that to turn off/on lights to simply target them, although this doesn't seem to work..

Anyone have any clue?
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Level 4
Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 12:10 am
Yeah, when I read in the document that they even talk about turning lights on and off, I was like, "Uh, that doesn't work". There has to be a way! :P
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foyleman
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Since: Nov 7, 2001
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Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 11:38 am
I can't get those lights to trigger yet either.
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Level 4
Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 02:29 pm
Maybe they stripped it out to 'improve framerates and netcode' (crap). If you play the single player game, I know in the first board in Prague, there's some spotlights, that when shot 'turn off'. However, the light coming down from them is volumetric(?) (btw, what tex do you use for that in SoF2?..), and the light is a spot on the ground. Don't know if any of that makes a difference.
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foyleman
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Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 02:59 pm
I didn't check it out in the game, but I bet the light could be a model. The model could change when triggered. The trigger is textured with the trigger texture that can 't be seen by the player and has "health" set to trigger when fired upon.
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 04:32 pm
That would still mean, though, that 'light' can be turned on and off by the engine, correct? My second question, then, is there a way to 'switch' either models or textures by hitting a button, in the MPSDK? Being able to turn on/off textured lighting would be even better than point lighting. :biggrin:
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foyleman
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Category: SoFII Mapping
Posted: Tuesday, Jul. 9, 2002 05:46 pm
I think textured lighting requires a shader which couldn't be switched anyways.

I also could not find any lights with a targetname in the prague level. This leads me to believe they did it some other way. Perhaps it was one of the scripts.
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