I am trying to create a teleporter that will be triggered by shooting a specific spot on a wall. Problem is there is no multi manager anymore and I'm completely lost as to how to go about making it. Anyone know?
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Re: teleport
Posted by Nanodeath on Tue Nov 16th at 5:09am 2004
Posted by Nanodeath on Tue Nov 16th at 5:09am 2004
Multimanagers have been replaces by the outputs tab associated with each entity. As for causing a reaction when something gets shot, or teleporting the player for that matter, I have no idea.
Nanodeath
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Re: teleport
Posted by Naklajat on Wed Nov 17th at 6:31am 2004

Naklajat
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Posted by Naklajat on Wed Nov 17th at 6:31am 2004
i really like the output/input tabs, even though i havent used them much, they're pretty easy to use, once you figure them out, that is. i'll try to whip something up on the topic(im sure a more experienced mapper could do a better job than me, but whatever) with the little time im not playing HL2. right now i cant recall exactly how to use them, so ill have to do some fiddling in hammer.
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Re: teleport
Posted by Naklajat on Wed Nov 17th at 12:36pm 2004

Naklajat
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Posted by Naklajat on Wed Nov 17th at 12:36pm 2004
look at bottom paragraph first!
teleportation is simple in this editor:
you need a trigger_teleport brush entity and an info_teleport_destination point entity. now name them both(i would recommend naming them in a way that you can tell they go together[ex: teleport01 and teleport_destination01]) set the "remote destination" on the trigger_teleport to info_teleport_destination and... well, thats it. you could probably add a cool sound, its just that i dont know how. any suggestions on that are welcome. i'll try and figure it out as well.
btw, the thing on the input/output tabs will take slightly longer due to the fact that i deleted all my maps on accident while moving steam from C: to G:
can anyone spare a tear?
oh, wait, just read the first post again, shooting a point on the wall? yeah, ill post about that in a bit, after i figure out how to do it. i have a good idea how, just not the exact process. sorry, thought you just wanted a teleporter, my mistake.
teleportation is simple in this editor:
you need a trigger_teleport brush entity and an info_teleport_destination point entity. now name them both(i would recommend naming them in a way that you can tell they go together[ex: teleport01 and teleport_destination01]) set the "remote destination" on the trigger_teleport to info_teleport_destination and... well, thats it. you could probably add a cool sound, its just that i dont know how. any suggestions on that are welcome. i'll try and figure it out as well.
btw, the thing on the input/output tabs will take slightly longer due to the fact that i deleted all my maps on accident while moving steam from C: to G:
can anyone spare a tear?
oh, wait, just read the first post again, shooting a point on the wall? yeah, ill post about that in a bit, after i figure out how to do it. i have a good idea how, just not the exact process. sorry, thought you just wanted a teleporter, my mistake.
Naklajat
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Re: teleport
Posted by Naklajat on Wed Nov 17th at 2:02pm 2004

Naklajat
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Posted by Naklajat on Wed Nov 17th at 2:02pm 2004
well, here it goes:
set the teleport stuff up where you want them and configure them as stated above. the only difference is that "start disabled" needs to be "yes" on the trigger_teleport. place a brush where you want the button and make it into a func_button. name it (mine is named teleport_button01). flag "don't move" if you dont want the button to move. now, the part you've all been waiting for: click the "outputs" tab and click "add". now click the roll-out for "my output named" and select "onDamaged". select your trigger_teleport for target entity, and on "via this input" choose "enable". you can add a delay if you want. click "add" again and set the first two values the same as the other output. set "via this input" to "disable". i also think you need a delay for this output.
set the teleport stuff up where you want them and configure them as stated above. the only difference is that "start disabled" needs to be "yes" on the trigger_teleport. place a brush where you want the button and make it into a func_button. name it (mine is named teleport_button01). flag "don't move" if you dont want the button to move. now, the part you've all been waiting for: click the "outputs" tab and click "add". now click the roll-out for "my output named" and select "onDamaged". select your trigger_teleport for target entity, and on "via this input" choose "enable". you can add a delay if you want. click "add" again and set the first two values the same as the other output. set "via this input" to "disable". i also think you need a delay for this output.
Naklajat
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Re: teleport
Posted by Dred_furst on Tue Nov 23rd at 5:08pm 2004
Posted by Dred_furst on Tue Nov 23rd at 5:08pm 2004
is there some sort of seamless teleport like in sohl yet?
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