logic_merchant_relay
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- Polygon
- Posts: 23
- Joined: Sun Jul 27, 2008 11:02 pm
logic_merchant_relay
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?
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?
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).
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
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'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- Polygon
- Posts: 23
- Joined: Sun Jul 27, 2008 11:02 pm
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?
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?
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.
^just guessing.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
- Contact:
Fug beat me to it. That's what I would suggest as well.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?
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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- npc_combinegunship
- Posts: 782
- Joined: Tue Nov 07, 2006 12:03 am
- Location: Parent's Basement
- Contact:
That could work too!skidz wrote:Perhaps a game_player_equip ent, if thats what its called.
Current projects: Return to City 17 and Rising Dead
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
Also, check out my Blag: http://daman-amappersworld.blogspot.com/
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?
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?