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logic_merchant_relay
Posted: Tue Jul 29, 2008 11:24 pm
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?
Posted: Thu Jul 31, 2008 2:12 pm
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).
Posted: Thu Jul 31, 2008 7:32 pm
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.
Posted: Thu Jul 31, 2008 9:05 pm
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!
Posted: Fri Aug 01, 2008 7:23 am
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!
yes exactly, you use an ent of your choosing for activating the merchant buy command.
Posted: Tue Aug 05, 2008 10:05 am
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?
Posted: Tue Aug 05, 2008 10:18 am
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.
Posted: Thu Aug 07, 2008 7:00 pm
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.
Posted: Thu Aug 07, 2008 9:50 pm
by skidz
Perhaps a game_player_equip ent, if thats what its called.
Posted: Fri Aug 08, 2008 8:37 am
by DaMaN
skidz wrote:Perhaps a game_player_equip ent, if thats what its called.
That could work too!
Posted: Sat Aug 09, 2008 12:08 am
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?
Posted: Sat Aug 09, 2008 8:57 am
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.