Barbie!
I'm getting more than one instance of the sounds playing (access and/or beeps when I step onto the kicker to be kicked up into the teleporter tube. Since discovering it in the early hours of this morning, I've set the two triggers with a ReTriggerDelay and still I get these errors - I don't know if it's me setting it up wrong or if it's something else.
Right now it's just being horrible and I can't work it out. I even tried it on a dedicated server, it still happened. So just as I'm being kicked up the teleporter tube, I get "Access denied!" and or 'beep 60' sound playing or "Access permitted!" again,. it's making no sense.
As I said in my edit on the previous post I posted, I don't know if it's something I've done or if it's something else.
Me now =
On each of the 2 spawn rooms, there are:
1 x trigger to control the 2 x trigger lights, (at the base of the teleporter tube).
2 x triggers (up inside the tubes) with a very tall collision height, each with a different radius (white effect on,.. wait,.. red effect also on) to control the 2 x CEMs (deep down under the centre of the spawn halls).
2 x 2 special events for the 'Happy Beep 10, "Access Permitted!", 'End/Error Beep 60', "Access Denied!" sounds.
I'm so confused by it all, I'm not even sure my knowledge goes far enough to be able to rework it if I had to, my knowledge of the finer aspects of the editor are, I admit, limited.
-MERGED-
sektor2111 wrote:Another fact.
Depending on usage, if we speak about whatever door by example not really supporting "triggercontrol" (or setup is not for such method) but other re-triggering needs even if player is not moving around, Trigger is offering you another options ReTriggerDelay and RepeatTriggerTime which have some advantages like preventing spamming multiple events in the same moment and re-triggering a door without the need to move around exiting from its radius and re-entering again - combined with sounds and all that stuff. I used to hack such triggers in run-time in order to improve Bot's A.I. blabbering at doors initially without trying to re-trigger them - you can simply make trigger to be more smart if the rest of setup is not.
R3plicant wrote:Only got to do bot-pathing next (I ALWAYS HATED doing bot-pathing, mainly because there seem to be no comprehensive video tutorials on it
That's more easy than you can imagine. I know, tutorials sometimes aren't written by the right people, I found on YouTube some FAKE information about movers and I even replied to that genius to stop mooing with things which are not True or else I will report his content as a bad and inadequate.
If only there was a better way to auto complete a map with bot-pathing, a script perhaps that'd read the other actors, BSP, voids/drops, zones and movers etc to add in a bot-path network which told the bots what to do, when to do it, where to go, where to avoid,.. I mean, there IS the 'Create New Path Network' button in the editor, but, well, that's just not good enough, (I mean, *I* couldn't create it, let alone a better one, but the coders at Epic could have, I reckon; they were then and are now a talented bunch). Though that's all somewhat off-[thread]-topic. Back to my main topic - this very confusing, complex set-up I have with my spawn halls' teleporter tubes.