04-21-2008, 01:31 AM | #1 |
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trigger_teleports
does anyone know how I can make a single trigger_teleport spawn an entity at a random info_teleport_destination?
Like would this be done in hammer or via .lua?
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04-21-2008, 01:44 AM | #2 |
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So you want the teleport destination to be random?
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04-21-2008, 01:53 AM | #3 | |
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I did find one tut about something like it, but I can't find the entity (ai_changetarget) it references anywhere.
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04-21-2008, 04:09 AM | #4 |
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I'm going take a random stab at this...
Create two trigger_teleports with two info_teleport_destinations. Example: Pad1 sends to Point1 Pad2 sends to Point2 Next make Pad1 start disabled "no" And make Pad2 start disabled "yes" Whenever Pad1 is touched it can enable Pad2 while simultaneously disabling Pad1 and vis versa... whenever Pad2 is touched it will enable Pad1 while disabling Pad2. They can send to two distinct points and should prevent the teleporter mishaps. I haven't checked this and there maybe a better way but thought i'd take a guess. |
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04-21-2008, 04:56 AM | #5 |
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yeah I'm wondering if I can't do that with the OnUser1-4 outputs...
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04-21-2008, 05:01 AM | #6 |
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Doughnut's method is good, but I would use the tutorial you linked earlier Satan.
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04-21-2008, 05:27 AM | #7 | |
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I'm probably gonna dl the test map they supply and see if I can't figure out what they are doing.
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04-21-2008, 06:06 AM | #8 |
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You could always try the method stino used in conc_course to change the players spawn point per jump or ask him for help.
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04-21-2008, 06:18 AM | #9 | |
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04-21-2008, 06:30 AM | #10 |
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I don't mean you have to kill them. You can probably modify his code to work with teleports.
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04-21-2008, 06:41 AM | #11 |
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maybe...I'll have to look at it. Didn't even think of that lol
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04-21-2008, 02:41 PM | #12 |
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Just make each triggerteleport only big enough to fit one person at a time and have the destinations floating so they fall straight out o it, then they can tget stuck.
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04-21-2008, 11:57 PM | #13 | |
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04-22-2008, 04:09 AM | #14 |
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Only making the destination float won't fix anything, you'll just have players stuck together... in the air. You need to combine it with something like gravy said. Also with how the engine works if you teleport and the destination is above ground, you will keep your momentum and possibly just keep going over and over.
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04-22-2008, 05:54 AM | #15 |
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yeah was I thought about it I pretty much came to the same conclusion. I'll figure something out I'm sure.
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04-22-2008, 03:11 PM | #16 |
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You could build a player clip box the size of the destination so that when people teleport into it they wont fly anywhere, they will just drop down to the ground. But still you should stay away from it because players can still get stuck in each other if they teleport quickly.
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04-22-2008, 03:16 PM | #17 |
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Yeah and they might hit it on accident and wonder why...this map is really designed to be for complete newbs to concing so I don't want to confuse them...the less they see in terms of this the better.
This weekend I have been focusing on finishing my last 3 jumps (2 out of 3 are done) and fixing up the lighting...once I have that all done then I'll really start looking at how this might work, so probably tomorrow if I have time to work on the map tonight. I'll update this if / when I find a solution, but if anyone finds something first definitely post your idea so I can test it out.
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04-22-2008, 03:33 PM | #18 |
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Dude just put a pane of glass or a wall in front of the tele destinations so players slam into them if they hit the teleport with enough inertia, presumably the teleporters are in a low place being a conc map, so players will almost always be hitting it with a lot of inertia. Just make sure theres no ledges or any way to hang around inside the teleport destination.
Another way would be to parent the destination to a moving brush, so it is always in motion people cant get teleported to the same place at the exact same time. Just make a func_movelinear and get it to go backwards and forwards, and if the destination is above player height, they will fall out and cant hang around in the destinaiton. |
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04-22-2008, 03:42 PM | #19 |
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As long as there is a single destination there is always a chance of being stuck, even if it's moving. What we need is some anti-stuck code like HL1 could do with AMX or noblock plugin like CSS has where players can walk through eachother.
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04-22-2008, 04:28 PM | #20 |
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Yes with teleports there is inevitably a chance that people will find a way to get stuck, the key is minimising the chance so it is negligible. If you use the method i describe above, there is a chance that two players will use the teleport at exactly the same time and be teleported into each other. This is a small chance because they would have to use it at exactly the same time.
Now, if you split your concmaps floor into multiple teleporters instead of one big one, and they each lead to seperate exits, then the only way for a player to get stuck is to fall into exactly the same place at exactly the same time. This mean sthere is still a slight possibility of players getting stuck. Now, if you make each teleporter small enough so only one person can get through at a time, you greatly increase the amount of triggers you need to use, but make it impossible for 2 players to use the same teleporter at exactly the same time. If the destination is high up or moving so they cant hang around inside it, they cant block it from other players teleporting, and so you make it almost impossible to get stuck. The only way remaining for a player to get stuck, is to actually conc or rocket jump through a destination - which is invisible and moving - at exactly the same time a player enters the teleport. If this remaining loophole is too much for you to bear and you can no longer get to sleep at night thinking about the possibility, then you can use trigger_push entitys to make access to the floating invisible moving teleport destinations one way only - ie if you try and get back into the area after a telporter throws you out of it, the push entity pushes you back and blocks you. It is all about how much you care about the tiniest chance of players getting stuck against how much effort and resources it takes to make it impossible. usually a balance of both is satisfactory. Last edited by BumGravy; 04-22-2008 at 04:41 PM. |
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