Multiple Trigger Question
Quote from dhavalmistry on July 23, 2011, 10:53 pmI am attempting to make a coop map and I was wondering how would I check if blue or orange set off the trigger?
I am attempting to make a coop map and I was wondering how would I check if blue or orange set off the trigger?
Quote from WinstonSmith on July 23, 2011, 11:32 pmTrigger_playerteam. It has OnStartTouchBluePlayer, OnStartTouchOrangePlayer, OnEndTouchBluePlayer, and OnEndTouchOrangePlayer outputs for just this.
Trigger_playerteam. It has OnStartTouchBluePlayer, OnStartTouchOrangePlayer, OnEndTouchBluePlayer, and OnEndTouchOrangePlayer outputs for just this.
Quote from dhavalmistry on July 24, 2011, 12:29 amgreat thanks!
great thanks!
Quote from Marlovious on July 24, 2011, 8:53 amWinstonSmith wrote:Trigger_playerteam. It has OnStartTouchBluePlayer, OnStartTouchOrangePlayer, OnEndTouchBluePlayer, and OnEndTouchOrangePlayer outputs for just this.This along with a Logic_coop_manager. This is what valve uses for the coop door logic.
This along with a Logic_coop_manager. This is what valve uses for the coop door logic.
Quote from ChickenMobile on July 24, 2011, 9:09 amMarlovious wrote:WinstonSmith wrote:Trigger_playerteam. It has OnStartTouchBluePlayer, OnStartTouchOrangePlayer, OnEndTouchBluePlayer, and OnEndTouchOrangePlayer outputs for just this.This along with a Logic_coop_manager. This is what valve uses for the coop door logic.
A coop manager is primarily used for logic that involves finding if both the bots activate one thing (i.e. the airlocks and the disassemblers) not to check if one bot activates something.
Remember that prop_buttons and prop_floor_buttons also have inputs for when either the blue or the orange bot steps on them.
This along with a Logic_coop_manager. This is what valve uses for the coop door logic.
A coop manager is primarily used for logic that involves finding if both the bots activate one thing (i.e. the airlocks and the disassemblers) not to check if one bot activates something.
Remember that prop_buttons and prop_floor_buttons also have inputs for when either the blue or the orange bot steps on them.
Quote from dhavalmistry on July 24, 2011, 11:06 amthanks you guys!
thanks you guys!
Quote from dhavalmistry on August 1, 2011, 10:01 pmIs there a way to display a game hint to each player (at different times) whenever they trigger it?
Is there a way to display a game hint to each player (at different times) whenever they trigger it?
Quote from ChickenMobile on August 1, 2011, 11:38 pmYou talking about text appearing on the screen? You would use a game_text, and use carefully because text is very annoying when used not in the right places. In fact: avoid them completely unless you have credits.
Using the trigger_player_team, activate the desired game_text using the OnStartTouchOrange/Blue input. I think there is a flag that makes it so then the activator is the only one that can see the text.
You talking about text appearing on the screen? You would use a game_text, and use carefully because text is very annoying when used not in the right places. In fact: avoid them completely unless you have credits.
Using the trigger_player_team, activate the desired game_text using the OnStartTouchOrange/Blue input. I think there is a flag that makes it so then the activator is the only one that can see the text.
Quote from dhavalmistry on August 2, 2011, 7:18 amchickenmobile wrote:Using the trigger_player_team, activate the desired game_text using the OnStartTouchOrange/Blue input. I think there is a flag that makes it so then the activator is the only one that can see the text.I am using env_instructor_hint but in any case, I already tried what you suggested but it doesnt work....
I am using env_instructor_hint but in any case, I already tried what you suggested but it doesnt work....

