Zerotech
Apr 28 2004, 10:14 PM
You have prob. seen a map called co_daimos, where the marines weld through to open up automatic phase gates, where all you do is jump in the phase at spawn and automatically teleports you to your desired destination.
Any ideas of how to do his will be glady appreciated as I'm preparing an update of my 3 corridors project. It's been a while since I've updated my maps due to clan war commitments and studies.
Post your feedback if you can find any solutions regarding this issue, thanks....
taleden
Apr 28 2004, 11:00 PM
I presume it's just a func_teleport
Reebdoog
Apr 29 2004, 12:37 AM
Yeh, afaik, its just a func_teleport, with a model under it. (I might be wrong though, but that seems the easiest way)
Zerotech
Apr 29 2004, 01:17 AM
Hey guys, I've just tried to use the func_teleport entity, it seems to crash the game while i was testing it out. The map I was creating wasn't completed. Perhaps that would have been the cause, if it isn't them I'm up for a long gruelling session
Reebdoog
Apr 29 2004, 07:36 AM
You had a target entity as well right? Just checking.
Zerotech
Apr 29 2004, 01:24 PM
yes i do as i have one under the trigget teleport function that i have to specify a name for it.
correct me if i am wrong i do need to use trigger_teleport entity that i need to set a few parameters. I've managed to work out how to get the other phase to push you back so you cannot teleoprt there anymore by using the trigger_push and setted the speed to 2000.
if any other entities are needed please post it as ive begun experimenting on how its done, then if you like i can post it up how to do it if anyone is interested..
Olmy
Apr 29 2004, 01:34 PM
isn't 2000 an itty bit fast?
Zerotech
Apr 29 2004, 01:50 PM
| QUOTE (Edgecrusher @ Apr 29 2004, 08:34 AM) |
| isn't 2000 an itty bit fast? |
actually its practially normal to use that spped as lower speed can result marines attempting to sneak up to use the phase which my updated map I'm trying to balance gameplay issues.
Zerotech
Apr 29 2004, 02:32 PM
hmmm it pays attention to have a read through at this...
very interesting, indeed it seems ill need to create a number of entites just for a simple teleporter to work, let alone 3 phase gates automatically working =/
Look at thisLook at that
wally
May 8 2004, 06:26 AM
Zerotech, wondering if you found out how to make the automatic phase gates? I tried what the site said, but the next time I opened my map in VHE, the trigger_teleport simply disappeared :/
Flow
May 8 2004, 06:56 AM
In co_daimos it is an trigger_teleport:
Make a trigger_teleport above a cycler with a pg (if you want to do it like in Daimos).
Trigger_Teleport got the Target: Teleport (or however you want to name it).
At the Teleport Destination, make a info_teleport_destination with the name you entered in "Target". Place another Cycler with a pg under the info_teleport_destination and then place a trigger_push about the whole info_teleport_destination and the cycler which push you in the direction you want ( right top: angle or Yaw)
Set the Speed of Push to 225. This should do it. The Pg hasn't sound now, but you can handle this with a trigger_multiple which points to a multi_manager and the mm triggers the phase gate sounds.
brute_force
May 8 2004, 08:27 AM
| QUOTE (Flow @ May 8 2004, 07:56 AM) |
| The Pg hasn't sound now, but you can handle this with a trigger_multiple which points to a multi_manager and the mm triggers the phase gate sounds. |
Why not just use an ambient_generic? A lot less entity count.
Zerotech
May 8 2004, 08:35 AM
Because the ambience is only just a signal flare, and i wouldn't want that as part of it.
If someone can workout a formula how to setup one that would be great.
All i know so far is that you would need to use multisource, multimanger, trigger_puch, info_teleport_destination, trigger_teleport.
brute_force
May 8 2004, 08:49 AM
| QUOTE (Zerotech @ May 8 2004, 09:35 AM) |
Because the ambience is only just a signal flare, and i wouldn't want that as part of it.
If someone can workout a formula how to setup one that would be great.
All i know so far is that you would need to use multisource, multimanger, trigger_puch, info_teleport_destination, trigger_teleport. |
A signal flare? What?
What you would need is a trigger_teleport, cycler, trigger_push, info_teleport_destination, ambient_generic, light, env_particles_custom. That should be all.
wally
May 8 2004, 12:44 PM
Aaaah ok, thanks Flow, gonna try it again.
[EDIT:] Nevermind, had a play-around with VHE, all clear now
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