Logic_infliction "OnLastHuman" Loops?



  • Yeah, I am making another thread.

    I am unsure if it is intentional or not, but logic_infliction seems to continuously loop through the outputs for the “OnLastHuman”

    The reason I think this is that I have it so that a sound plays and a door opens (then closes after another trigger) during the Last Survivor phase. For some reason, the first sound will restart continuously every second (I have a one second delay on its start) and the door will open after the fifth second. So, while closing, it will just open back up.

    To make things more clear:

    logic_infliction -
    infliction "1.0"
    targetname "lastsurvivor"
    OnLastHuman 	gas_guns 	disable 		0.0
    OnLastHuman 	ls-1 		PlaySound	1.0
    OnLastHuman	door_guns	Unlock		4.0
    OnLastHuman	door_guns	Open		5.0
    OnLastHuman	ls_escape	Enable		5.0
    (gas_guns = trigger to kill survivors who stay behind in room)
    (ls-1 = the sound that restarts)
    (door_guns = the door)
    (ls_escape = trigger that closes the door + begins task list)
    These are all "Fire Once Only"
    
    trigger_once
    targetname "ls_escape"
    (rest does not seem important)
    OnTrigger	door_guns	Close		0.0
    OnTrigger	ls-2		PlaySound	0.0
    OnTrigger	door_guns	Lock		1.0
    OnTrigger	door_guns	SetSpeed	"10"	20
    OnTrigger	spark_door_guns	StartSpark	22
    OnTrigger	door_guns	Unlock		24
    OnTrigger	door_guns	Open		25
    OnTrigger	spark_door_guns	StopSpark	25
    

    Everything in logic_infliction seems to continuously loop during the “OnLastHuman” output, even with “Fire Once Only” enabled.
    Is this intentional or something that could be fixed in the future?
    My map does not depend on the OnLastHuman at all, but it certainly adds to the excitement, I think.

    Assistance is greatly appreciated!



  • Yeah, I am making another thread.

    I am unsure if it is intentional or not, but logic_infliction seems to continuously loop through the outputs for the “OnLastHuman”

    The reason I think this is that I have it so that a sound plays and a door opens (then closes after another trigger) during the Last Survivor phase. For some reason, the first sound will restart continuously every second (I have a one second delay on its start) and the door will open after the fifth second. So, while closing, it will just open back up.

    To make things more clear:

    logic_infliction -
    infliction "1.0"
    targetname "lastsurvivor"
    OnLastHuman 	gas_guns 	disable 		0.0
    OnLastHuman 	ls-1 		PlaySound	1.0
    OnLastHuman	door_guns	Unlock		4.0
    OnLastHuman	door_guns	Open		5.0
    OnLastHuman	ls_escape	Enable		5.0
    (gas_guns = trigger to kill survivors who stay behind in room)
    (ls-1 = the sound that restarts)
    (door_guns = the door)
    (ls_escape = trigger that closes the door + begins task list)
    These are all "Fire Once Only"
    
    trigger_once
    targetname "ls_escape"
    (rest does not seem important)
    OnTrigger	door_guns	Close		0.0
    OnTrigger	ls-2		PlaySound	0.0
    OnTrigger	door_guns	Lock		1.0
    OnTrigger	door_guns	SetSpeed	"10"	20
    OnTrigger	spark_door_guns	StartSpark	22
    OnTrigger	door_guns	Unlock		24
    OnTrigger	door_guns	Open		25
    OnTrigger	spark_door_guns	StopSpark	25
    

    Everything in logic_infliction seems to continuously loop during the “OnLastHuman” output, even with “Fire Once Only” enabled.
    Is this intentional or something that could be fixed in the future?
    My map does not depend on the OnLastHuman at all, but it certainly adds to the excitement, I think.

    Assistance is greatly appreciated!


  • Game Admins

    OnLastHuman is indeed being fired constantly, but you can just check the “fire once only” button.



  • @Benjy:

    OnLastHuman is indeed being fired constantly, but you can just check the “fire once only” button.

    I posted in the code that they are Fire Once Only. The result is the same.


  • Game Admins

    I’ll suggest a fix in the gamemode/init.lua since i’ve been able to replicate and fix the issue myself.

    In the meantime create a logic_relay with all your current inputs and “trigger” using logic_infliction. After a small delay on logic_infliction add the following input:

    OnLastHuman kill !self

    Edit:
    This should be fixed in the latest Git commit, resync and try again.


  • Administrators

    It’s fixed on GIT. Which means about half the servers will have the fix. So your safest bet is to also apply the workaround.



  • You two are both very awesome.

    I have my own server, so I will gladly have some fun with this new version.


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