Re: Can NOT seem to make info_player_start trigger anything!
Posted by Neural Scan on Mon Dec 6th at 8:54pm 2004

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Posted by Neural Scan on Mon Dec 6th at 8:54pm 2004
D'oh! Well, there goes my 'pop-up players' idea... Unless... 
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Re: Can NOT seem to make info_player_start trigger anything!
Posted by ReNo on Mon Dec 6th at 9:27pm 2004

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Posted by ReNo on Mon Dec 6th at 9:27pm 2004
I imagine teleporter outputs would telefrag in the same way that info_player_deathmatch entities do.
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Re: Can NOT seem to make info_player_start trigger anything!
Posted by Nanodeath on Mon Dec 6th at 9:34pm 2004
Posted by Nanodeath on Mon Dec 6th at 9:34pm 2004
If you don't want telefragging you could just put a trigger_push entity around the teleport destination...
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Re: Can NOT seem to make info_player_start trigger anything!
Posted by MeatStick on Mon Dec 6th at 11:38pm 2004
Posted by MeatStick on Mon Dec 6th at 11:38pm 2004
Just wanted to let yall know I just got home and tried out the teleport as an alternate means to allow triggering 'things' when the player spawns, and it works great! So thanks for that idea. It's a real shame the _deathmatch spawn ITSELF doesn't provide a mechanism to fire things! This means every step/addition of the work around is multiplied by 31, which is gonna get painful FAST to make multiple interesting things occur during each spawn, for everyone. I'm still shocked that, considering the heavily object-oriented approach that seems to be the major flavor within Hammer map creation, that this single-most critical entity, without which there's no DM map in the first place, was left gutted like that. Oh well!.
Re: Can NOT seem to make info_player_start trigger anything!
Posted by KungFuDiscoMonkey on Tue Dec 7th at 12:26am 2004

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Posted by KungFuDiscoMonkey on Tue Dec 7th at 12:26am 2004
Actually, that would be a flaw in HL2's entity system. Not hammer
.
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Re: Can NOT seem to make info_player_start trigger anything!
Posted by MeatStick on Tue Dec 7th at 12:38am 2004
Posted by MeatStick on Tue Dec 7th at 12:38am 2004
Good point.
Btw, I stupidly expected the teleport to have a delay option. Nope, so now I have to create even more 'stuff' to create a simulated (would make sense if you played the map) delay so a few things can be done before the player actually arrives at the target, including the creation of yet another teleport that will actually take the player where they're supposed to go. Guess I just need to hunker down and resign to the fact that, even though most things I can invision will probably be possible it will simply take a long, long time to finish. AHADD + this = a rough battle! But should be worth it, hopedully.
Btw, I stupidly expected the teleport to have a delay option. Nope, so now I have to create even more 'stuff' to create a simulated (would make sense if you played the map) delay so a few things can be done before the player actually arrives at the target, including the creation of yet another teleport that will actually take the player where they're supposed to go. Guess I just need to hunker down and resign to the fact that, even though most things I can invision will probably be possible it will simply take a long, long time to finish. AHADD + this = a rough battle! But should be worth it, hopedully.
Re: Can NOT seem to make info_player_start trigger anything!
Posted by ReNo on Tue Dec 7th at 1:32am 2004

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Posted by ReNo on Tue Dec 7th at 1:32am 2004
You could just make the spawn points inside your trigger_multiple but
slightly above the teleporter, so that they have to fall a little bit
(thereby getting you your time) to make your delay things work.
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Re: Can NOT seem to make info_player_start trigger anything!
Posted by MeatStick on Tue Dec 7th at 4:26am 2004
Posted by MeatStick on Tue Dec 7th at 4:26am 2004
I tried that, and even though it was long enough to allow the "clearing" mechanism to clean the target of all debris, living or otherwise, it breaks the S.O.D.
I went ahead and took the time to implement the multi-teleport scheme and it's working out real good. It'll just take awhile, like everything related to the spawn-part, to actually get it all in place for 32 instances. It's worth the effort though from what I see of the results so far so... chug chug chug, here we goOooo..
I went ahead and took the time to implement the multi-teleport scheme and it's working out real good. It'll just take awhile, like everything related to the spawn-part, to actually get it all in place for 32 instances. It's worth the effort though from what I see of the results so far so... chug chug chug, here we goOooo..
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