logic_merchant_relay

Need Help? The Day isnt going so well on the Mapping front?
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Charles445
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logic_merchant_relay

Post by Charles445 »

Well this just gets me confused.
Sure I add it to the map, set up the keyvalues, compile it, and run it.
Nothing happens.
I assume it works the same way as an env_message, but it doesn't show at all.

Here are the keyvalues.

AnnounceCashNeeded 1
CosfOf 250
IsShared 0
MaxPointsTake 250
PurchaseName Upgrade Efficiency to Level 2
purchasesound vehicles/v8/v8_stop1.wav
StartDisabled 0
targetname blah

The relay has no inputs. Only outputs.
Does anybody know the problem?
fug4life
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Post by fug4life »

hmm, not sure never used the that ent, I'll have a look later in the week if no-one else helps you (I'm abroad at the moment).
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skidz
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Post by skidz »

The entity is designed to make hammer based merchants easier with less ents. The messages in fireteam for instance are just point_message_multiplayer's.
Charles445
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Post by Charles445 »

I figured it out now.
You don't press E on the actual entity to activate the trigger, but you actually output to it with a func_button.
The point_message_multiplayer is fine.
It works now, thanks! :D
skidz
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Post by skidz »

Charles445 wrote:I figured it out now.
You don't press E on the actual entity to activate the trigger, but you actually output to it with a func_button.
The point_message_multiplayer is fine.
It works now, thanks! :D
yes exactly, you use an ent of your choosing for activating the merchant buy command.
Cooner750
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Post by Cooner750 »

I don't really want to hijack this thread, but I've got a question about using logic_merchant_relay that is probably more appropriate to put here than creating a new thread.

I understand how to fire Purchase on the logic_merchant_relay, all of that works fine.

However, what entity setup would I use to actually get the purchased item to the player?
fug4life
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Post by fug4life »

hmm, Again I'm not sure what I'm talking about but a point template and entity maker would do the trick, you could even use an env_shooter in the case of weapons to make sure the player who purchased recieves it?

^just guessing.
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DaMaN
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Post by DaMaN »

fug4life wrote:hmm, Again I'm not sure what I'm talking about but a point template and entity maker would do the trick, you could even use an env_shooter in the case of weapons to make sure the player who purchased recieves it?
Fug beat me to it. That's what I would suggest as well. ;)
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skidz
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Post by skidz »

Perhaps a game_player_equip ent, if thats what its called.
DaMaN
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Post by DaMaN »

skidz wrote:Perhaps a game_player_equip ent, if thats what its called.
That could work too!
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Cooner750
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Post by Cooner750 »

Using game_player_equip works, however it appears the logic_merchant_relay is not able to detect when the player already has the weapon or they are at their capacity (like 5 SLAMs).

For instance, when a player activates the logic_merchant_relay if they already have the weapon in question, it deducts the amount of score but obviously nothing happens.

Does anyone know a way around this, or is this something that will be fixed in a new version?
skidz
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Post by skidz »

Only npc_merchants have such complex rules. I still have plans on creating a point ent based merchant tho, but not for 1.33.
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