multimanager teleport
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Re: multimanager teleport
Posted by Johnny Beverage on Sat Oct 25th at 5:24pm 2003


I have played a map called drydock that has its teleports set up to be random. I have tried to duplicate it but keep getting a message that says the master is null or not a master. I have the multi_manager and the multisources set up but am not quite sure how to complete this procedure. Any help would be appreciated. I am totally lost on this. [addsig]



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Re: multimanager teleport
Posted by Orpheus on Sun Oct 26th at 1:04pm 2003


*as the snarkpits most stupid MM user prepares to speak, there is a collective groan*

why don't you set it up so a multi-manager triggers the teleport triggers to turn on and off every so often..

or even turn off the destinations in succession maybe.

[addsig]




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Re: multimanager teleport
Posted by ReNo on Sun Oct 26th at 4:38pm 2003


I don't quite know what the setup you have or want is, but as a rule of thumb, WinBSP is a nice tool for learning how entity effects in maps are setup - just decompile the map and have a look at how they did it. [addsig]



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Re: multimanager teleport
Posted by Campaignjunkie on Sun Oct 26th at 7:14pm 2003


http://collective.valve-erc.com/index.php?doc=1045094934-21558900

Use the entity setup described above and adapt it to your map. As for how I would do it...

Place a trigger_multiple around your trigger_teleport. This trigger_multiple will target the random-system. The random-system will press a func_button, which will target a specific trigger_changetarget that will change the target of the trigger_teleport to a specific info_teleport_destination.

QED.

[addsig]




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Re: multimanager teleport
Posted by Orpheus on Sun Oct 26th at 7:21pm 2003


^^^points up^^^

*hair moves*

thats quite a story CJ

[addsig]




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Re: multimanager teleport
Posted by Johnny Beverage on Mon Oct 27th at 1:09am 2003


Thanks for the info everyone I will give it a shot. I almost had it but not quite still. I decompiled the map and thought i had used the same set up as him but must have had something wrong still. [addsig]



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Re: multimanager teleport
Posted by mazemaster on Mon Oct 27th at 1:22am 2003


CJ has got it right. Just make sure that the trigger_multiple has a really fast reset time. Thats how I made the teleporter random in Megalith.





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Re: multimanager teleport
Posted by ReNo on Mon Oct 27th at 11:34am 2003


The random event generator, ah what a creation I remember using it to randomly make sparks set of in a hallway ages back, as simply using the env_sparks entity was WAAAAY too loud and could be heard throughout the map. What a stupid waste of time and effort that was For something that plays a significant role in a map, its certainly worth the hassle of implementing, however using it for sparks was just plain silly [addsig]




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