RebelChum Posted January 20, 2013 Share Posted January 20, 2013 In a mapping project I'm working on, I have a few entities rigged together to randomly trigger one-shot fx_runners. Kind of like "The Fortress" (mp/ffa_bonus2) map made by Raven with the randomly falling rocks. The problem is that after a little while one of the fx_runners seems to get stuck on. How I have it set up is a func_timer pointing to a target_random which points to all of the fx runners. The timer has a delay of 5, random of 3. Each of the fx runners are set to oneshot and start_off. What could be going wrong here? The only difference I can see between raven's set up and my own is that each of their fx runners are targetted at an info_notnull to direct the effect. Would that make a difference? Link to comment
mrwonko Posted January 20, 2013 Share Posted January 20, 2013 Get stuck? As in doesn't turn off anymore? No idea why that might be... Somewhat unrelated: If you find you need to save entities, you can use a single fx_runner instead and move it via script (to hard-coded positions, obviously - a ref_tag at each location might as well just be an fx_runner). As a side effect that might help with the getting stuck, since if it does get stuck it'll be used again soon after. (Could you test if using the stuck fx_runner again fixes it?) Link to comment
RebelChum Posted January 20, 2013 Author Share Posted January 20, 2013 Well, it's all automated as the func_timer keeps repeating, then when it fires it targets a random which selects a random fx_runner to trigger. Which is supposed to fire it's effect once then the func_timer moves on. HOWEVER, after a while it seems like random fx_runners will just get stuck firing their efx. Link to comment
Szico VII Posted January 20, 2013 Share Posted January 20, 2013 If the effect lasts longer than the delay of the trigger (which could be as low as 2 seconds given your setup) it'll be re-triggered whilst firing which might be causing the issue. Link to comment
RebelChum Posted January 20, 2013 Author Share Posted January 20, 2013 Hmm... Upon implementing a higher wait time I've yet to experience the issue. I'll keep watching but so far you're spot on Szico! EDIT: Bah, it happened... maybe if I try an even higher wait time... Link to comment
RebelChum Posted January 20, 2013 Author Share Posted January 20, 2013 @@Szico VII Still no luck. Have the delay up to 10 seconds and its still glitching out after a while. Here is the .map including how the system is set up: http://www.mediafire.com/?td6uanu6fu16vsf Link to comment
Szico VII Posted January 20, 2013 Share Posted January 20, 2013 Try adding a delay of 5.1 to all your fx_runners. That seems to work for me. (Although only looked for a minute or so ) KEY: delay VALUE: 5.1 (So its just a bit longer than the trigger reset) Link to comment
RebelChum Posted January 20, 2013 Author Share Posted January 20, 2013 Still happened. But it seems a lot better at fixing itself. @@Szico VII Yeah, it seems to mess up ~20 minutes in. No idea why. Link to comment
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