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People on Waypoints

Posted: Mon Mar 29, 2004 3:30 pm
by Shifty
Is it possible to put a player on a waypoint?

In stargate a when the person enters the gate hes sent along a wormhole and its a bumpy ride - for the basic map with the working gates in it im releasing I've basicly put in a textured cylinder for u to transport to fall thru then come out of the other gate, but thing is as its a drop sometimes you can lose health which is not good, So can players be put on waypoints and be spun around between waypoints. Also during this time It would be good if weapons would disabled, and enabled upon exit of the gate.

Any ideas?

Posted: Mon Mar 29, 2004 5:17 pm
by blue60007
well $player immune, should do for not getting hurt and $player takeall takes away weapon, then you can give them back.

Posted: Tue Mar 30, 2004 3:16 am
by bdbodger
$world gravity 50 will let you fall slow 800 is normal gravity

teleport

Posted: Tue Mar 30, 2004 8:44 am
by tltrude
Have the player telepot to the tunnel and then teleport to the destination. As long as your trigger is big enough, the player should not hit bottom before being teleproted the second time. You can also angle the tunnel so the player slides down it to the next teleport trigger.

You could also use a func_camera, but I don't know how to make only one player switch to it--it nomally switches all players to the camera view.

Posted: Tue Mar 30, 2004 12:09 pm
by Shifty
Have the player telepot to the tunnel and then teleport to the destination. As long as your trigger is big enough, the player should not hit bottom
This is currently how I have it set up but I only have the rigger around 8 Units High so this is perhaps whats hurting/killing people.
You could also use a func_camera, but I don't know how to make only one player switch to it--it nomally switches all players to the camera view.
I did look into it but as you say it normally switches all players to the camera

So Does anyone know if people can be put on waypoints??? you can have cars following waypoints as far as I know would i be able to bind the player to something that would follow the waypoint? (Dunno if thats even possible i'm just tryin to think of something)

Script_origin

Posted: Tue Mar 30, 2004 12:31 pm
by tltrude
You can "glue" and "unglue" a player to a script_origin. And, you can bind the script_origin to anything you like (clip brush script_object). Note: I just found out there is a limit to how fast you can move the player. At around speed 600, the player stops and is slowly crushed to death.

Moving the player is the hard way. Just have the player stand still and scroll the texture around him. I think the trigger_teleport can be delayed before it fires, so just have the player stand in it for a few seconds. You can also turn off the players physics while he is between gates. I think the command is "local.player physics_off" and "local.player physics_on".

Posted: Tue Mar 30, 2004 1:14 pm
by Shifty
thankyou yes glue/unglue i'd read something about it but couldnt think of it, the tunnel itself has a scrolling texture allready applied to it allthough it does need work as i was using the puddle texture for convenience.

So if I make the tunnel and fill it wih the trigger_teleport brush then have the teleport delay it should work like i want it too also there is something else which you have told me before I just can't find some notes when u arrive at the teleport_dest you can get kicked forward a little what was it you had to do to stop that from happening

origin

Posted: Tue Mar 30, 2004 4:14 pm
by tltrude
You don't have to use that destination thing. You can target a script_origin or info_waypoint (any old entity) as the destination. But the destination thing is probably best for the arrival at the second gate because you don't want a player standing on the spot when another player spawns there.

Now that I think of it, maybe gluing the player in the tunnel is not a good idea. What would happen if two guys enter the gate at the same time or in single file? So, sliding down a tunnel would probably work better.

Posted: Tue Mar 30, 2004 5:27 pm
by Shifty
Well i was goin to implement wackos anti telefragging thing were clip brushes delay the next person stepping through

Posted: Wed Mar 31, 2004 11:58 pm
by agentmad007
is it glue line work shifty ?
maybe it can be usefull for my gate too hehe :p

i was thinking to something too! maybe more simple

why not make a trigger_push and adjust the angle and speed !

so you ll dont need to have a vertical tunnel to make the effect of travel

i m not sure it will work

add the trigger_push at the same place where the func teleport dest is and try different value for angle and speed hehe maybe wacko or tltrude can say more about ?

:D