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some trick vs being fragged in teleporters???

Posted: Mon Dec 01, 2003 11:18 pm
by wacko
i did 2 pairs of teleporters in my map in two exactly identical rooms. When u come from South into room 1 you'll be teleported to room2 and when u come from north into room 2, you'll end up in room 1. You have to walk in a 32 units wide gap, so players will almost not be aware of being teleported, because not just the 'new' room is the same but also their position in it...

Unfortunately and as expected, when two players run very close into the teleporter, the 1st will be fragged by the 2nd.

Any idea how i could avoid this?

Setthread

Posted: Mon Dec 01, 2003 11:29 pm
by tltrude
You could try a setthread on the triggers that make a clip brushes solid. Or, maybe a trigger_push.

Are you using func_teleportdestinations or script origins? The func one will push the player in the direction of the angle set, when he lands.

Re: Setthread

Posted: Mon Dec 01, 2003 11:44 pm
by wacko
tltrude wrote:You could try a setthread on the triggers that make a clip brushes solid.
Let the 2nd player be stopped (=wait) by a clip brush until the 1st player is save, preferably has touched another trigger (to make that clip unsolid again)?! This would do it. A clip brush in front of the trigger_teleport, yes! Errm, whats the command for making a brush (un-)solid? :oops:
tltrude wrote:Are you using func_teleportdestinations or script origins? The func one will push the player in the direction of the angle set, when he lands.
I'm using func_teleportdest, but of course i could try script_origins. This could give the final kick to a really unnoticed teleportation

Script_object

Posted: Tue Dec 02, 2003 12:10 am
by tltrude
Make the clip brushes into script_objects with targetnames and the NOT_SOLID flag set. The commands are, "solid", "notsolid".

If a player is in a clip brush when it turns solid, he will not be able to move until it turns notsolid again. So it might be better to use a trigger_multiple that is in front of the the trigger_teleport to trigger it. I guess you will just have to see how well it works one way or the other.

I just though of something else. Try making the player notsolid!

local.player = parm.other
local.player notsolid
wait .2
local.player solid

I have no clue if that will work.

Re: Script_object

Posted: Tue Dec 02, 2003 8:02 am
by wacko
Thanks, Tom!! :D Results will follow!

Posted: Tue Dec 02, 2003 7:08 pm
by wacko
thanks again!! u saved my life once again!

if i weren't THAT stupid, i could have told u of my success even yesterday: i wanted to call a thread with key target instead of setthread. omg :roll:

anyway it now seems to work. the clip stops the 2nd until the 1st has touched the unblock trigger which is a little away from the teleport_dest.

Posted: Sat Dec 06, 2003 11:38 am
by wacko
I've done a little demo-map of this teleporter.
There are two teleporter gates which work in both directions.
Best thing is, that 2 or more players passing the teleporter are not able to spawnfrag their team mates, so it can be used for TDM, OBJ as well.

Here it is: http://www.decalattack.com/moh/dm_mp_teleporter.zip (<30kB)

In the zip u'll find the bsp, the map and the script. It ought to be easy to set up or even copy/paste it into your map.

Thanks again to Tom for the clip brush hint :D

If u find something to improve (e.g. the spawn position isn't 100% correct), tell me!

player start

Posted: Sat Dec 06, 2003 2:51 pm
by tltrude
Rule: All maps must have one Info > Player > Start.

Also it is a good Idea for your test map to have one Info > Player > Allied and one Info > Player > Axis. You can reduce the green spawn points by two because the map is not big enough for 4 players.

Nice looking map!

Ps: Go to this thread at TMT and pick two room for your telepoter, ha ha.
http://www.modtheater.com/forum/showthread.php?t=12807

Posted: Sun Dec 07, 2003 12:39 am
by wacko
okay, though it was rather ment to be used as a test map and it wasn't thought to be played by 4 players, i did what u asked me for. i'm not really sure what allied and axis spawnpoints would be good for, nevertheless i added them and the info_player_start aswell.

link stays the same: http://www.decalattack.com/moh/dm_mp_teleporter.zip
file size is almost the same, though bsp and scr are now three times each in the pk3 :roll:

as i have enough trouble to keep on mapping my own project, i won't start another one, but of course feel free to use the teleporters there or anywhere else....