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 Post subject: Question on counters
PostPosted: Mon Feb 16, 2009 7:54 am 
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Location: Coos Bay Oregon
Guys could someone hold my hand through setting up a counter to control a creature factory? I have the spawnpoints set, the trigger works, I even have a custom monster to be spawned but the counter is messing me up. Thanks!!!

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 Post subject:
PostPosted: Mon Feb 16, 2009 12:31 pm 
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Location: Kansas, USA
Make sure the Factories, SpawnPoints and Counters all have the same Tag.

The counter should have one number greater than the amount of creatures to be spawned. (It gets activated once before the factory starts going.)


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PostPosted: Mon Feb 16, 2009 3:46 pm 
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Thank you Rex.

May I trouble you with the occasional PM about mapping questions? I won't pester you, trust me I know how that feels.

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PostPosted: Mon Feb 16, 2009 4:43 pm 
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Sure, why not?


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PostPosted: Mon Feb 16, 2009 5:40 pm 
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Thanks. I'm trying to learn mapping and it is slow. I was adding glass this morning and just could NOT get the HOM's to stop. Finally figured they can't touch any bsp at all :mad:

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PostPosted: Mon Feb 16, 2009 6:04 pm 
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Yep. There are a few ways arround that.

When you build your glass, make sure that you are using the Add Special under the Brush menu. Under the Transparent Window option, make sure to keep it set to Non Solid. This will allow it to touch anyother brushes, but you will be able to go through it.

To prevent players from going through, you can either use the Add Special box to add in an Invisibile Collision Hull (invisible brush) or you can simply place some BlockAll actors. (Under Keypoint)

Note that BlockAlls don't always work and sometimes weapons can get thrown through them, or if a player keeps on trying, they can eventually use a translocator to get through. Also, bots refuse to walk over BlockAll actors. (Like if you have a window in the floor.)


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PostPosted: Mon Feb 16, 2009 6:13 pm 
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Yeah this is a lot like coding. "This" will work this way, EXCEPT for that and that and that :lol:

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PostPosted: Mon Feb 16, 2009 7:33 pm 
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Postal send some questions my way if there's times when Rex isn't on and I am, I wanna repay the help you have me earlier today.

RAM did seem to be the problem btw.

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 Post subject:
PostPosted: Tue Feb 17, 2009 5:36 am 
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Don't think I won't :)

I figured out the whole counter-trigger-sound-mover relationship. You just have to be really careful with tag and event. Seems they should have made a better setup on that.

BTW, does anyone have the code for the triggered ambient sound that was referenced on the wiki?

Added after 8 hours 56 minutes:

OK, here's one I can probably figure out but I'd like to know for sure:

On placement of monsters, they just sit there until attacked. Where can I alter the "see a human, try to kill them immediately" setting?

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 Post subject:
PostPosted: Tue Feb 17, 2009 12:18 pm 
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gopostal wrote:
On placement of monsters, they just sit there until attacked. Where can I alter the "see a human, try to kill them immediately" setting?

I don't know if that would help but you can increase the number in the monsters properties AI > SightRadius. Or maybe change PeripheralVision and/or HearingThreshold.


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