Has valve patched the teleporter yet so that it can telefrag.
Also has valve patched the teleporter so that you can bring the player to a stop on the exit.
A year ago I was mapping and 1) People would get stuck inside of eachother on exit.
2) People would exit teleporters at the same velocity they entered... and there was no way to make them stop.
Any progress on these fronts from Valve?
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Re: Telefragging
Posted by im.thatoneguy on Tue Oct 31st at 4:58am 2006

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Posted by im.thatoneguy on Tue Oct 31st at 4:58am 2006
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Re: Telefragging
Posted by omegaslayer on Tue Oct 31st at 5:14am 2006

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Posted by omegaslayer on Tue Oct 31st at 5:14am 2006
What is a telefrag?
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Re: Telefragging
Posted by fishy on Tue Oct 31st at 6:48am 2006
Posted by fishy on Tue Oct 31st at 6:48am 2006
? quoting omegaslayer
What is a telefrag?
when you spawn or teleport inside another player, and the other player gets gibbed. i've seen it loads of times with tfc, but i've still never seen it happen in any hl2 game.
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Re: Telefragging
Posted by Campaignjunkie on Tue Oct 31st at 7:03am 2006

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Posted by Campaignjunkie on Tue Oct 31st at 7:03am 2006
Assuming it's not in HL2DM, you can just make a trigger_hurt on the other end of the teleport and toggle it right before you teleport someone, so you kill whatever's on the other end. Same effect.
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Re: Telefragging
Posted by reaper47 on Tue Oct 31st at 11:52am 2006
Posted by reaper47 on Tue Oct 31st at 11:52am 2006
trigger_hurt should do the trick. Maybe add a 0.1 second delay to be sure.
Re: Telefragging
Posted by im.thatoneguy on Tue Oct 31st at 10:22pm 2006

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Posted by im.thatoneguy on Tue Oct 31st at 10:22pm 2006
No, the only way I got it to work last year was an obscenely complicated and somewhat buggy series of triggers. I was hoping I could gut it all out now. If there isn't a fix I'll probably just wait till next year and hope for the best.
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Re: Telefragging
Posted by omegaslayer on Tue Oct 31st at 10:33pm 2006

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Posted by omegaslayer on Tue Oct 31st at 10:33pm 2006
I don't see why it would be needed. I mean HL2DM is a completly
different game than HL1DM. HL2DM is far from death match that
"telefraging" is synomonis with. I guess you should ask yourself: "Is
'Telefragging' really going to make the gameplay 'that' much better?"
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Re: Telefragging
Posted by fishy on Tue Oct 31st at 10:41pm 2006
Posted by fishy on Tue Oct 31st at 10:41pm 2006
if it stops players getting stuck in each other, then it can't be a bad thing.
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Re: Telefragging
Posted by reaper47 on Thu Nov 2nd at 10:54am 2006
Posted by reaper47 on Thu Nov 2nd at 10:54am 2006
I don't think he means telefragging in the usual, Quake 3, spawn and gib way. It's more about people getting stuck in teleporters like in dm_steamlab.
Could you tell us what exactly isn't working about the trigger_hurt? It should/must work with the right timing.
Could you tell us what exactly isn't working about the trigger_hurt? It should/must work with the right timing.
Re: Telefragging
Posted by fishy on Thu Nov 2nd at 11:29am 2006
Posted by fishy on Thu Nov 2nd at 11:29am 2006
? quote:
I don't think he means telefragging in the usual, Quake 3, spawn and gib way. It's more about people getting stuck in teleporters like in dm_steamlab.
? quote:
A year ago I was mapping and 1) People would get stuck inside of eachother on exit.
....![]()
i eat paint
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