 Yes
#11542 posted by necros on 2012/01/07 23:36:52
i ran into this problem back in ne_tower.
you could try making a giant info_notnull trigger_once in the area the player will be in that is only turned on when the lightning trap hits the trigger once, and have THAT trigger target the relays and monsters. this way the player will be the activator.
 Heh
#11543 posted by necros on 2012/01/07 23:37:27
i should refresh pages before posting. -_-
 Addendum
#11544 posted by Preach on 2012/01/07 23:38:58
There is no chance in co-op that the monsters will go after the player who is AFK over the one in the arena.
Reads better as:
There is no chance in co-op that the monsters will go after the player who is AFK in spawn ahead of the one in the arena.
 Oh Yeah!
#11545 posted by Preach on 2012/01/07 23:39:34
For once my verbose answer is in before Necros' concise one!
 Haaah
#11546 posted by ijed on 2012/01/08 05:22:44
I love you guys!
(did I already post this?)
 Apparently Not
#11547 posted by ijed on 2012/01/08 05:26:24
I think I've fixed it, ta guys
Hah just after typing that I played it through again and both major horde sections broke, grr :p
#11550 posted by negke on 2012/01/08 12:37:59
Battle not with monster activation issues, lest ye become a monster. And if you gaze into the void, the trigger_hurt gazes also.
- Preach 2009
Sod that I was planning to release an alpha of this bloody thing today! :(
#11552 posted by Spirit on 2012/01/08 14:25:19
anything that stands in the way of horde gameplay is a good thing. I wonder how great rage could have been without it.
you mean, any bit of the game with the mutants? :P
Guh it is actually not working just with a straight trigger now. Monsters spawn but don't aggro. grrr.
I've reduced the spawning down to a single trigger the player walks through, and waves are staggered by doors in front of different groups... but it's only waking about half of the monsters anyway. Added multiple triggers in a line, or a single trigger multiple the player sits in and fires every few seconds, still isn't doing anything. Bit confused :p
 ZQF
#11556 posted by RickyT33 on 2012/01/08 15:54:17
This aint a fix, but:
You could just normal monsters with the spawned and alert flags. This way you have 100% control of where and when they spawn, its easier to implement skills etc. I dunno if that would work in your map, but its an idea maybe :S
Yeah I'll mess around with how they are activating... I think I've worked out one factor that's causing trouble, some groups still had different spawn delays, and I think that was causing some telefragging and messing things up :p
 Worth A Look
#11558 posted by Preach on 2012/01/08 18:33:18
Even if you do get it fixed, do set aside a copy of the map how it is now and send it to me sometime, I can check there isn't a bug in the code that way.
#11559 posted by necros on 2012/01/08 18:50:14
there's horde gameplay in rage?! :D
My conclusion is it is the spawn delay that is causing the mobs to not activate on spawn. I created a set spawned by the same trigger, two with no delay and two with ten seconds, first activate the second don't :E
#11561 posted by necros on 2012/01/08 20:14:36
isn't the auto-wake feature broken in quoth2? i know it definitely is for the horde spawner.
This so far is the only time I've had trouble with it :E
The reason I've been using it so much at this stage is because when I first started mapping I didn't realise that triggering a monster woke it up, so I didn't know I could have everything in an external closet prespawned. I was learning how to build levels whilst working on this project so it's a huge mess of shit I know how to do better now :/
 Patches
#11563 posted by Preach on 2012/01/08 20:34:50
I thought that it was broken in the original release but the 2.1 patch fixed that.
If you could produce a minimal map which exhibits the issue that would be much easier to diagnose.
 Finally Isolated It
It's a combination of the delay and telefragging. If a delayed mob telefrags one already spawned, then any other mobs triggered by the same action but yet to spawn (and other mobs spawning at the same time but NOT involved in the telefrag) no longer spawn alerted.
Now I'm aware of it it shouldn't be something too hard to get around, just means being less sloppy about creating spawn closets, but for you to observe it Preach:
http://www.zealousquakefan.com/junk/delaytest1.bsp
 Cool
#11565 posted by ericw on 2012/01/08 23:26:34
So if you can guarantee that no telefrags occur, the alert-spawning will work fine?
Looking forward to your map, ZQF :-)
This does explain why it was only affecting one fight, because of the three big fights I used different methods to make the closets :E
|