Filters on trigger_multiple in multiplayer?

xzzy

aa
Jan 30, 2010
815
531
Map I'm working on I have a door that both players and a train can use. I set it up with a few filter entities:

blu_filter (filter_activator_tfteam)
red_filter (filter_activator_tfteam)
train_filter (filter_activator_name)

And then roll them up into a single "filter_multi" with OR set. I then put the name of this filter_multi in the Filter field on the door's trigger_multiple.

It works fine on a local server, but in multiplayer the associated door tends to open and stay stuck open. Usually on a round reset the doors start closed, and then once players go through it sticks open.


Is this setup not supported over network play? Is there a better way to accomplish what I'm doing?

My initial attempt was to set up outputs on a path_track to open/close the door on demand, but this created the side effect of the door slamming in players face even if they were inside the door trigger.. which technically works I suppose, but is suboptimal.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
You make it too complicated. ;)
Just use the flags tab, use the flags: players, debris.
When debris is flagged things like payloads will also trigger it.
Give it a try.
 

xzzy

aa
Jan 30, 2010
815
531
So you have a trigger_multiple with onEndTouchAll -> close, with your filter_multi, and it's still giving you that problem?

Yep.

But on Bloodhound suggestion I'll delete all that and just use the flags.. I was under the impression the flags needed more than checked to do anything.
 

xzzy

aa
Jan 30, 2010
815
531
You make it too complicated. ;)
Just use the flags tab, use the flags: players, debris.
When debris is flagged things like payloads will also trigger it.
Give it a try.

Not sure this will work in my case. I need to be able to turnoff/turnon the model to control whether players can see it, and it appears that prop_physics_override doesn't have inputs for that.. and I need the cart to be a prop_physics_override to be able to flag it as debris.

So my cart model is a prop_dynamic.

It appears the reason my doors are acting weird is because I have the 'Everything' flag turned on.. and I guess this means literally any kind of entity that exists within the trigger_multiple?

Any other ideas or am I just asking for features the game doesn't provide?
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
Take a look how the payload works, I mean the trigger_hurt especially.
There is a filter used, that filters players.
By using that one you could at least minimize the amount of filters you use.
But I never worked with that filter_multi, sorry. :/
 

henke37

aa
Sep 23, 2011
2,075
515
There is an entity that converts prop_dynamic's into phys objects on demand. But, I can't recall it's name...
 

xzzy

aa
Jan 30, 2010
815
531
I got everything to work by changing the setup a bit.. I put a door open output on a path_track entity to open the doors when the train approaches.

Then further down the line when I want to close the doors, I sent a 'TouchTrigger' to my trigger_multiple. This required me to add the OnTouching/OnNotTouching ouputs to the trigger_multiple to open or close the door appropriately.

This allows the doors to close if no players are inside the trigger_multiple, or stay open if they are.


I still would have liked to do it with filters, it seems like it'd be cleaner, but it seems like my requirements for the map won't allow it.. which is fine.