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.efx Spammage


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Posted

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?

 

 

Posted

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?)

Posted

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.

Posted

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.

Posted

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...

Posted

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 :P )

 

KEY: delay VALUE: 5.1 (So its just a bit longer than the trigger reset)

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