Working of doors in Fun_Matrix_trilogy

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Trigger only one entity out of a few, per round, in a sequence.

I'm posting it again coz it wasn't answered before the post died.. How can we trigger only one entity per round that too in a particular sequence?? As seen in fun_matrix maps, door 1 opens in the first round, and rest of them stay locked, then next door opens in the next round, and so on??

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  • 4y
    Devieus avatar
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    Have you tried asking the creator directly? Or decompiling the map?
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    Mantra
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  • 4y
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    i also tried to de-compile

    but bsp2map is crashing as maps .bsp size is over 8 mb
    Trying To Learn Mapping :P
  • 4y
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    I haven't been mapping for a very, very long time, but I remember that certain entities like doors, breakables are reset whenever a CS round ends. We can make a func\_door that is off-limits to all players and make it trigger a multi\_manager to handle whatever you need to do when a round resets.

    To open different doors in different rounds, I think you can use a trigger\_changetarget and multiple multi\_managers targetting different doors.

    Let's say we have 2 multi_managers and 2 doors and you want to alternate between them:

    1. Round reset, Reset Door calls multi_manager #1
    2. multi\_manager #1 calls Door #1
    3. multi\_manager #1 calls trigger\_changetarget #1
    4. trigger_changetarget #1 changes the Reset Door's target to multi\_manager #2

    5. Round reset, Reset Door calls multi_manager #2
    6. multi\_manager #2 calls Door #2
    7. multi\_manager #2 calls trigger_changetarget #2
    8. trigger\_changetarget #2 changes the Reset Door's target to multi\_manager #1

    It gets complicated when you add more and more doors to be opened. Remember to make the last multi\_manager change the target of the Reset Door back to the first multi\_manager.

    EDIT: I have no idea why the formatting can't handle underscores.
  • 4y
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    > **Posted by LeRadieux**

    > I haven't been mapping for a very, very long time, but I remember that certain entities like doors, breakables are reset whenever a CS round ends. We can make a func\_door that is off-limits to all players and make it trigger a multi\_manager to handle whatever you need to do when a round resets.
    >
    > To open different doors in different rounds, I think you can use a trigger\_changetarget and multiple multi\_managers targetting different doors.
    >
    > Let's say we have 2 multi_managers and 2 doors and you want to alternate between them:
    >
    > 1. Round reset, Reset Door calls multi_manager #1
    > 2. multi\_manager #1 calls Door #1
    > 3. multi\_manager #1 calls trigger\_changetarget #1
    > 4. trigger_changetarget #1 changes the Reset Door's target to multi\_manager #2
    >
    > 5. Round reset, Reset Door calls multi_manager #2
    > 6. multi\_manager #2 calls Door #2
    > 7. multi\_manager #2 calls trigger_changetarget #2
    > 8. trigger\_changetarget #2 changes the Reset Door's target to multi\_manager #1
    >
    > It gets complicated when you add more and more doors to be opened. Remember to make the last multi\_manager change the target of the Reset Door back to the first multi\_manager.
    >
    > EDIT: I have no idea why the formatting can't handle underscores.

    Thanks.. I'll try and let know if this works.. Seems logical..
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    Mantra
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  • 4y
    Akshit Saklani avatar
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    > **Posted by LeRadieux**

    > I haven't been mapping for a very, very long time, but I remember that certain entities like doors, breakables are reset whenever a CS round ends. We can make a func\_door that is off-limits to all players and make it trigger a multi\_manager to handle whatever you need to do when a round resets.
    >
    > To open different doors in different rounds, I think you can use a trigger\_changetarget and multiple multi\_managers targetting different doors.
    >
    > Let's say we have 2 multi_managers and 2 doors and you want to alternate between them:
    >
    > 1. Round reset, Reset Door calls multi_manager #1
    > 2. multi\_manager #1 calls Door #1
    > 3. multi\_manager #1 calls trigger\_changetarget #1
    > 4. trigger_changetarget #1 changes the Reset Door's target to multi\_manager #2
    >
    > 5. Round reset, Reset Door calls multi_manager #2
    > 6. multi\_manager #2 calls Door #2
    > 7. multi\_manager #2 calls trigger_changetarget #2
    > 8. trigger\_changetarget #2 changes the Reset Door's target to multi\_manager #1
    >
    > It gets complicated when you add more and more doors to be opened. Remember to make the last multi\_manager change the target of the Reset Door back to the first multi\_manager.
    >
    > EDIT: I have no idea why the formatting can't handle underscores.

    Thank You sir.. It works fine..
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    Mantra
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  • 4y
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    Glad to hear that. Have fun mapping!

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