heady89@Posted: Fri Nov 02, 2012 10:09 pm :
Hello,

I've searched around and found some old thread regarding this issue but without a solution, thus i figured i'd ask.
When i place a func_fx with for instance the particle effect "sparks", it keeps going off when i launch the map even if these values are set.

triggered = 1
start = 0

The idea is for it to not go off at startup but rather be triggered by another entity, is this a known bug or something i'm doing wrong?

Kind regards,
Heady



jmarshall23@Posted: Fri Nov 02, 2012 10:18 pm :
It's basically not turning off but rather only firing once, that setting is somewhere inside of the fx or particle file. If you want it to play once only when triggered, your trigger is screwed up some place. If you want to keep playing over and over you have to modify the fx or particle file.



chimueloeldragon2011@Posted: Fri Nov 02, 2012 10:23 pm :
jmarshall23 wrote:
If you want to keep playing over and over you have to modify the fx or particle file.


I think that by simply adding key "restart" val "#" it should be played over and over without the need of modifying anything.



heady89@Posted: Fri Nov 02, 2012 10:55 pm :
Thanks for quick replies.
Well considering that it plays even tho "Start" is set to 0 or non-present i doubt it has anything to do with the trigger being screwed?
I mean unless the key "Start" is also somehow non-functional. The idea was to have the sparks play as a door opens, so that the doors key "triggerOpened" points towards the fx entity.
Even if the trigger is corrupt, the issue remains that the particle keeps playing over and over again as soon as the level starts.



chimueloeldragon2011@Posted: Sat Nov 03, 2012 12:39 am :
heady89 wrote:
Thanks for quick replies.
Well considering that it plays even tho "Start" is set to 0 or non-present i doubt it has anything to do with the trigger being screwed?
I mean unless the key "Start" is also somehow non-functional. The idea was to have the sparks play as a door opens, so that the doors key "triggerOpened" points towards the fx entity.
Even if the trigger is corrupt, the issue remains that the particle keeps playing over and over again as soon as the level starts.


I never had such problems with a func_fx, so I'm finding your problem pretty weird indeed. First off, where's the trigger located? Is it a trigger that is supposed to activate it or a door as you said? I didn't get that... If it's a door then make sure "start_open" is set to 0
Second, did you check there's no other entity targeting the fx? Make sure the player is not involved (perhaps you have the player targeted at a trigger_relay and that trigger targeted to the fx, so that it's being fired on start up)
Also is restart set? If it's not then there should be no reason for it to 'loop' (replay)
"Start" does work, and works fine. Just make sure it is present.
Start and Trigger must be opposite which is obvious.
Tell us the results if you manage to fix it



heady89@Posted: Sat Nov 03, 2012 2:18 am :
Its an actual door that fires to trigger the particle-effect. It seems that the entity (black box) shows up when i open the door as expected,
then it lasts for a little bit and disappear. This is exactly how it should be but i do not see a spark effect. Am i correct in setting the fx to sparks.fx?

-> If i set the model to sparks_wires.prt thats when it keeps staying as active constantly, maybe because it counts as a model ?

// heady



chimueloeldragon2011@Posted: Sat Nov 03, 2012 2:55 am :
If what you see is a black box, it's mostly because it can't load the "model" (particle in this case) the entity has set.

Now:

sparks.fx
should be
fx/sparks.fx

Is it that way in your func_fx?

And no, if you set sparks_wires.prt it will load the particle model itself. Since that particle has no cycles it will just play over & over no matter how you set your fx.



heady89@Posted: Sat Nov 03, 2012 3:27 am :
chimueloeldragon2011 wrote:
If what you see is a black box, it's mostly because it can't load the "model" (particle in this case) the entity has set.

Now:

sparks.fx
should be
fx/sparks.fx

Is it that way in your func_fx?

And no, if you set sparks_wires.prt it will load the particle model itself. Since that particle has no cycles it will just play over & over no matter how you set your fx.

Thanks a ton mate.
That did it, the fx/ was missing, appreciate the help very much :) .



heady89@Posted: Fri Nov 02, 2012 10:09 pm :
Hello,

I've searched around and found some old thread regarding this issue but without a solution, thus i figured i'd ask.
When i place a func_fx with for instance the particle effect "sparks", it keeps going off when i launch the map even if these values are set.

triggered = 1
start = 0

The idea is for it to not go off at startup but rather be triggered by another entity, is this a known bug or something i'm doing wrong?

Kind regards,
Heady



jmarshall23@Posted: Fri Nov 02, 2012 10:18 pm :
It's basically not turning off but rather only firing once, that setting is somewhere inside of the fx or particle file. If you want it to play once only when triggered, your trigger is screwed up some place. If you want to keep playing over and over you have to modify the fx or particle file.



chimueloeldragon2011@Posted: Fri Nov 02, 2012 10:23 pm :
jmarshall23 wrote:
If you want to keep playing over and over you have to modify the fx or particle file.


I think that by simply adding key "restart" val "#" it should be played over and over without the need of modifying anything.



heady89@Posted: Fri Nov 02, 2012 10:55 pm :
Thanks for quick replies.
Well considering that it plays even tho "Start" is set to 0 or non-present i doubt it has anything to do with the trigger being screwed?
I mean unless the key "Start" is also somehow non-functional. The idea was to have the sparks play as a door opens, so that the doors key "triggerOpened" points towards the fx entity.
Even if the trigger is corrupt, the issue remains that the particle keeps playing over and over again as soon as the level starts.



chimueloeldragon2011@Posted: Sat Nov 03, 2012 12:39 am :
heady89 wrote:
Thanks for quick replies.
Well considering that it plays even tho "Start" is set to 0 or non-present i doubt it has anything to do with the trigger being screwed?
I mean unless the key "Start" is also somehow non-functional. The idea was to have the sparks play as a door opens, so that the doors key "triggerOpened" points towards the fx entity.
Even if the trigger is corrupt, the issue remains that the particle keeps playing over and over again as soon as the level starts.


I never had such problems with a func_fx, so I'm finding your problem pretty weird indeed. First off, where's the trigger located? Is it a trigger that is supposed to activate it or a door as you said? I didn't get that... If it's a door then make sure "start_open" is set to 0
Second, did you check there's no other entity targeting the fx? Make sure the player is not involved (perhaps you have the player targeted at a trigger_relay and that trigger targeted to the fx, so that it's being fired on start up)
Also is restart set? If it's not then there should be no reason for it to 'loop' (replay)
"Start" does work, and works fine. Just make sure it is present.
Start and Trigger must be opposite which is obvious.
Tell us the results if you manage to fix it



heady89@Posted: Sat Nov 03, 2012 2:18 am :
Its an actual door that fires to trigger the particle-effect. It seems that the entity (black box) shows up when i open the door as expected,
then it lasts for a little bit and disappear. This is exactly how it should be but i do not see a spark effect. Am i correct in setting the fx to sparks.fx?

-> If i set the model to sparks_wires.prt thats when it keeps staying as active constantly, maybe because it counts as a model ?

// heady



chimueloeldragon2011@Posted: Sat Nov 03, 2012 2:55 am :
If what you see is a black box, it's mostly because it can't load the "model" (particle in this case) the entity has set.

Now:

sparks.fx
should be
fx/sparks.fx

Is it that way in your func_fx?

And no, if you set sparks_wires.prt it will load the particle model itself. Since that particle has no cycles it will just play over & over no matter how you set your fx.



heady89@Posted: Sat Nov 03, 2012 3:27 am :
chimueloeldragon2011 wrote:
If what you see is a black box, it's mostly because it can't load the "model" (particle in this case) the entity has set.

Now:

sparks.fx
should be
fx/sparks.fx

Is it that way in your func_fx?

And no, if you set sparks_wires.prt it will load the particle model itself. Since that particle has no cycles it will just play over & over no matter how you set your fx.

Thanks a ton mate.
That did it, the fx/ was missing, appreciate the help very much :) .