Re: [article] Respawning props - the hard way
Posted by Ferret on Wed Jan 12th at 11:54pm 2005
WIsh I had seen this before I submitted my level to valve. As it went this morning and some props didn't respawn :P

Ferret
member
427 posts
243 snarkmarks
Registered: Jan 28th 2002
Occupation: Student
Re: [article] Respawning props - the hard way
Posted by Joe-Bob on Thu Jan 13th at 3:16am 2005
I used this technique after seeing it in Lockdown until I changed my layout.
This tutorial would have saved me a bit of time, good work!

Joe-Bob
member
180 posts
48 snarkmarks
Registered: Dec 3rd 2004
Re: [article] Respawning props - the hard way
Posted by Degenatron on Thu Jan 13th at 2:37pm 2005
Excellent tutorial, wish I'd had that before releasing my last map.
Question: Would there be some way to apply this to a prop that dies anywhere in a level?
For example, you build a prop_physics_override and make it able to explode. Currently, there's no respawn function for p_p_overrides. Could you setup a map-wide trigger that could detect the entities destruction? What would that trigger be?

Degenatron
member
64 posts
73 snarkmarks
Registered: Dec 7th 2004
Location: USA
Occupation: IT Professional
Re: [article] Respawning props - the hard way
Posted by Joe-Bob on Fri Jan 14th at 5:13am 2005
In the prop_physics_override that breaks, there should be an output trigger that goes something like "onBreak". Use that to trigger the template to spawn the thing, or whatever you want.

Joe-Bob
member
180 posts
48 snarkmarks
Registered: Dec 3rd 2004
Re: [article] Respawning props - the hard way
Posted by mazemaster on Fri Jan 14th at 8:14am 2005
In order to do this for several objects wouldn't you need to have a trigger_physics_trap for each physics object? It seems like if you used the same trigger_physics_trap all objects then anytime any physics object respawned, all the phys objects would respawn. Or am I missing something?

mazemaster
member
890 posts
162 snarkmarks
Registered: Feb 12th 2002
Re: [article] Respawning props - the hard way
Posted by Leperous on Sat Jan 15th at 10:38am 2005
But at the same time, won't that trigger pod1_filter and spawn a new set of the pod1 entities?

Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Re: [article] Respawning props - the hard way
Posted by Sadist on Wed Oct 10th at 5:24pm 2007
Nice tutorial. Ill be using this for a rooftop map with a very large 3D skybox, so the ground will not be accessible and will trigger death and removal of props that are thrown out the playable area by troublesome players. Ill let you know if it has an impact on playability after I do a beta test. Thanks.

Sadist
member
28 posts
303 snarkmarks
Registered: Jan 4th 2006
Location: United Kingdom
Re: [article] Respawning props - the hard way
Posted by Kc | Ravage on Sun Oct 28th at 7:29pm 2007
Managed to slim it down allot, see:
<a href="http://hl2mapping.30.forumer.com/index.php?showtopic=178" target="_blank">http://hl2mapping.30.forumer.com/index.php?showtopic=178</a>
Kc | Ravage
member
1 posts
0 snarkmarks
Registered: Oct 28th 2007