Comments (16)
The point is that we can remake that loss of functionality, and we can make it better than it was.
We're at a point where we don't have to support a ton of legacy maps, we should embrace and take full advantage of that. You've been creating 7 entities to play logic tennis for way too long, we should be looking at what we can do to make things easier - not hanging onto the past ways of doing things.
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If we remake it in c# it won't be able to communicate with non c# ents though 🙄
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logic_relay would probably be the only one needed, As that can be used to communicate with other non c# ents.
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Is this right @bakscratch? I thought our tests were testing for this?
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I recompiled test/buttons.vmap
to check, and they seem to work there. What're you trying to do?
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I thought we had something for this? There could be an issue sending events from a button to certain entities? There are a lot of use cases so deepest apologies for missing things.
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I've done some more testing and it looks like the button does work, but the io only interacts with other C# entities. It opens the C# doors, but it doesn't trigger my logic_relay because that's not in C#.
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Also the FGD is messed up. Each output is listed twice
(you can't tell in this screenshot, but if you scroll, there's two of each)
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I've done some more testing and it looks like the button does work, but the io only interacts with other C# entities. It opens the C# doors, but it doesn't trigger my logic_relay because that's not in C#.
Yep, this is how it's going to work. We're going to remake any entity that needs io in c#. Just make a feature request for each entity that you want to use, explain why you want to use it and we'll get to it.
(I'm not asking you to make a post for every entity that used to exist, just entities that you want to use right now)
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I'd probably avoid remaking logic_relay in c# as lots of entities rely on it, Unless there are 2 versions one for c# entities and one for current ones.
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Those entities don't work though, because they're in c++? Do you understand what I'm saying here?
We're not using the input system in c++. That's in the bin. We're using the new input system that is made in c#. Anything that is using the input system in c++ isn't going to work for us, so why have a logic_relay system that doesn't work just because it can communicate with a bunch of entities that we can't use?
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So essentially we can't hook any of the map entities converted to C# to source 2 native map logic entities? That seems like a huge loss in functionality.
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So essentially we can't hook any of the map entities converted to C# to source 2 native map logic entities? That seems like a huge loss in functionality.
https://developer.valvesoftware.com/wiki/List_of_entities
Yeah that's a lot.
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So essentially we can't hook any of the map entities converted to C# to source 2 native map logic entities? That seems like a huge loss in functionality.
https://developer.valvesoftware.com/wiki/List_of_entities
Yeah that's a lot.
Arent those the source 1 entities?
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So essentially we can't hook any of the map entities converted to C# to source 2 native map logic entities? That seems like a huge loss in functionality.
https://developer.valvesoftware.com/wiki/List_of_entities
Yeah that's a lot.Arent those the source 1 entities?
I think it's a mix of both. Entities which were named here are also on this list. It doesn't say whether it is a list of source 1 or source 2 entities however.
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