Multisource Help

Thothie

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Okies... Multisource's are always a little tempermental for me. I was hoping to fix a certain map sploit by sticking in a multisource condition to stop a trigger_push from operating until a certain time.

But it dun wanna work for some reason. Am I doing this right?

Code:
{
"model" "*177"
"speed" "19000"
"angles" "270 20 20"
"master" "unlock_push"
"targetname" "toplat1"
"target" "plat1"
"spawnflags" "2"
"master" "unlock_push"
"classname" "trigger_push"
}
{
"origin" "-1232 124 1232"
"targetname" "unlock_push"
"classname" "multisource"
}

Now, as I understand it, that little trigger_push that is the trampoline should not be functional until the multisource unlock_push is triggered, yes?

Cuz if that is right, then it maybe that it just be buggard due to some dated MSC code, and I'll just have to ghost our rats. :/

(I also tried having the multisource target toplat1, but to no avail - seems the damn trigger_push keeps working regardless of whether the multisource has been triggered or how many times it has been triggered.)
 

The Man In Black

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Why not just make the BS activate upon your arrival? Or a func_walltoggle that prevents people from getting above a certain height until he's active?
 

Shurik3n

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Ghosting rats wont stop it, people will just use eachother to stack.
 
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Thothie

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Well, the idea being there'd be nothing to stack to. I already setup the cloud so it doesn't move until the monsters are going - just need to stop the damn trampoline.

Getting a func_wall_toggle in there would require a recompile.

But it's true, I could move the whole "come out of hammer time" thing to a multi-manager when you enter, might be a simpler solution.

That should work though, and it'd be nice to know for future mapping projects, why it doesn't. - Again, it may simply be that the master's code in MSC isn't setup for as many ents as in the newer SDK that the current HL FGD is written for... But again, I may just be doing it wrong.
 
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