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Post by poison on Jun 28, 2010 10:17:41 GMT
Hey I have a lvl in my puzzlemap that respawns you bacj to the beginning of the lvl if you fall down. But the problem is that when pll are respawning at the same time they are stuck. So i need more teleport destinations but how to do that i tried to make a trigger_multiple and make like 3 trigger_teleports and 3 teleport_destinations but it doesn't work.
How to fix it?
Thx
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Post by Zeph on Jun 28, 2010 10:42:01 GMT
You can create a random-spawn location from a single Teleport. Each time a player enters the Teleport it will either pick a random destination then teleport, or teleport then pick a random destination for the next person. Untested you see! It's a bit complicated so bear with me. You can change names to suit you, i've made them long to explain themselves well. You can have up to 16 different destinations. Trigger_TeleportKeyvalues:Name -> "Teleport" Target -> "TeleportDestination1" (Initial destination) Flags:Tick "Clients" Outputs:OnStartTouch -> "ChangeTeleportDestination" -> PickRandomShuffle Logic_CaseKeyvalues:Name -> "ChangeTeleportDestination" Outputs:OnCase01 -> "ChangeTeleportDestination1" -> Activate OnCase02 -> "ChangeTeleportDestination2" -> Activate etc. AI_ChangeTarget (Multiple of these, change '#' with corresponding destination number) Keyvalues:Name -> "ChangeTeleportDestination#" Target -> "Teleport" NewTarget -> "TeleportDestination#" Info_Teleport_Destination (Multiple of these, change '#' with corresponding destination number) Keyvalues:Name -> "TeleportDestination#"
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Post by poison on Jun 28, 2010 12:27:50 GMT
Hey i have a problem it teleports me but it only works one time :S
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Post by Zeph on Jun 28, 2010 13:29:05 GMT
check you have put the names in correctly, because if you have changed to a destination which doesn't exist, it wont throw you anywhere.
And actually you don't need any keyvalue numbers for the Logic_Case, but thats minor, lol. i'll edit my post.
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Post by poison on Jun 28, 2010 14:32:03 GMT
So if i want three respawn points. I need two AI_ChangeTarget like this:
name > changeteleportdestination1 target > Teleport new target > TeleportDestination2
name > changeteleportdestination2 target > Teleport new target > TeleportDestination3
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Post by Zeph on Jun 28, 2010 18:45:09 GMT
Three, one per spawn point. Else you never change back to teleportdesitnation1, do you?
name > changeteleportdestination1 target > Teleport new target > TeleportDestination1
name > changeteleportdestination2 target > Teleport new target > TeleportDestination2
name > changeteleportdestination3 target > Teleport new target > TeleportDestination3
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Post by poison on Jun 28, 2010 19:15:10 GMT
Yey Ty it works
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Post by Zeph on Jun 28, 2010 20:43:09 GMT
you're welcome.
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Post by Mike on Aug 31, 2010 23:54:53 GMT
Idk if its just me but when i make an entity and change the name to ai_changetarget theres no such thing and i have to make it and add in the values myself, is that correct?
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Post by Zeph on Sept 1, 2010 0:22:05 GMT
Change the name? Or the point entity?
It may be only applicable in some games, like HL2, L4D, etc, and not the game you are making it for. Make sure you're trying to place a point entity and not a brush entity.
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Post by Mike on Sept 1, 2010 4:14:46 GMT
I think theres no ai_changetarget for css idk what to do, im adding a point entity
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Post by Zeph on Sept 1, 2010 8:16:44 GMT
You will need multiple Trigger_Teleports, each with their own destination, and enable/disable them at random.
For each logic_case add the outputs: OnCase01 -> "Teleporter_*" -> Disable (Disable all) OnCase01 -> "Teleporter_01" -> Enable -> Delay -> "0.1"
Where all teleporters follow the same naming logic "Teleporter_<Num>". The WildCard * will do all entities starting with "Teleporter_"
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