04-22-2008, 05:26 PM | #21 |
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wow...that's a lot more then I think I need to do. But it makes since how you put it.
The biggest issue is that atm I have the tele_jumpX_end (placed at the end of each jump to allow the player to progress) and jumpX_retry (placed in the jump where the player can’t touch) both dumping them at jumpX_begin (info_teleport_destination). I think what I need to do is: Make separate info_teleport_destination(s) for the end / retry trigger_teleport(s) Add multiple info_teleport_destinations for each. I think I can possibly use the I/O for the entites to control with info_teleport_destination they are teleported to via the OnUser1-4 outputs. I need to test it still, but I’m pretty sure that will work if I make a tele_begin1-4 and a tele_retry1-4 info_teleport_destination. Again haven’t tested it yet, but it should work. Then IF that works I plan on putting the teleports in air like you suggested to minimize the risk of a player standing on the teleport. The tele_jumpX_end tele’s are already only big enough for a single player b/c of the model I am using so that part is taken care of. And for the jumpX_retry I’m not really too worried, b/c rarely are 2 people able to do the same jump at the same time. And with the other stuff above that should minimize it enough. If not then I will have to try something like you suggested, but I worry that I might hit my entity limit at some point so I have to consider that as well. With 15 jumps that is a lot of entities just to control teleporting. We’ll see though.
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04-22-2008, 07:35 PM | #22 |
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Ok so I haven't tested it yet, but I think I can make the tutorial I originally was looking at work.
It seems that the FF FGD doesn't include the ai_changetarget entity, but I loaded up the HL2 FGD and it does include it. So I think I should be good...that is assuming everyone that plays in the map has the HL2 FGD. I need to look into that but I'm like 99.99% sure they have to don't they?
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04-22-2008, 07:51 PM | #23 |
Black Cyclops
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Remove hl2 fgd and see if map runs.
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04-22-2008, 10:28 PM | #24 |
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A fgd has nothing to do with what entities work and what doesn't. It's just a list for use by Hammer.
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04-22-2008, 10:29 PM | #25 | |
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Quote:
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04-22-2008, 10:32 PM | #26 |
Black Cyclops
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Come to think ot it yeah, the entity has to be recognised by the game code :/
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04-22-2008, 10:40 PM | #27 |
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now confused again...so I do have to only use the entities in the FF fgd orrr...I can use the hl2 one b/c the game code will recognize that b/c I told it to via hammer?
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04-22-2008, 10:49 PM | #28 |
Black Cyclops
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It depends if it has been coded in and recognised in FF, otherwise it will tell you "unable to load entity x... not supported"
I had this with the colour correction entities, even tho they are in the FF FGD file. |
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04-22-2008, 10:54 PM | #29 |
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poop...I guess I'll find out when I check my compile log in about 10min!
I added them at lunch and left it compiling so we'll see. I really hope so, cause that's a pretty easy way. If not then I'm really going to have to get creative lol.
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04-23-2008, 12:18 AM | #30 |
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I dont understand why you need to use random destinations? Surely just having teleports that it is very hard to get stuck in is enough?
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04-23-2008, 02:14 PM | #31 |
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It is...but I think that it's much harder and time consuming to go about it like you described...I mean it would work extremely well, but it would take a lot...also some of my teleports are like 768 wide by 2560 long and if I have to go thru and cut them into player size sectors and then make a info_teleport_destination for each...it's going to get very full very fast.
Anyway I think I have it working, I just need to tinker with the trigger_teleport setting's to get it to work, and I might need to add in a logic_timer, but the logic_case and ai_changetarget's are all working (just not being executed as of yet) so I've almost got it.
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