"alertentity" --- what can be "alerted"?


(Marko) #1

There’s something I find very weird with this script command: I can alert spawn point to switch them, team_wolf_objectives to switch them, func_explosives to blow them up and quite a few other things…

Now, there’s some entities that just can’t be alerted and I’d really like to know why they can’t? Is there a generic entity that we could “alert” in order to trigger any other entity like a target_effect (which is one of those entities u can’t alert)??? Or is alertentity only for spawns & team_wolf_objective stuff?

I noticed it was done the same way in goldrush map, & I do the same for my maps: you call a func_explosive and use that entity to trigger the target_effect which produces the explosion. Now, if you want an explosion you can tirgger several times, how will you do it since the func_explosive is gone? :banghead:


(G0-Gerbil) #2

I wonder if you can setstate the entities to default to bring them back to life?
I seem to recall it used to be recommended that you never alertentied anything directly but instead went via target_relays (which of course they accidentally ommited in the ET .DEF files!).

Alertentity I guess, in effect calls a generic ‘trigger’ routine for entities, although why some respond to it and others dont that are perfectly happy in an entity chain I dunno. And as for compiling a list of what can and can’t be alertentitied directly, I fear the only ways of finding out for sure are either trial and error or poring over the source code :frowning:


(Marko) #3

ohhhh I see what you mean… I’ll give that setstate a try on the entities I can’t get hold of through the alert stuff… I’ll see if I can list those who are triggered through setstate, those through alertentity & those who can’t be triggered at all through scripting :slight_smile: