[article] Respawning props - the hard way
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Re: [article] Respawning props - the hard way
Posted by venomus on Wed Jan 12th at 6:31pm 2005



This is a discussion topic for the article "Respawning props - the hard way" by venomus which can be found here

Article description:

How to make stuff respawn if the conventional ways fail.






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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



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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!




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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?




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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.



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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?



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Re: [article] Respawning props - the hard way
Posted by venomus on Fri Jan 14th at 12:59pm 2005


No, you just add another output to the trigger. For example:

My Output : OnStartTouch
Target Entity : pod2_filter
Target Input : TestActivator
Delay : 0
Only Once : No

... but you will need a new filter_activator_name, point_template and env_entity_maker. You only need one logic_auto because you can give it multiple outputs to spawn all the props. You might not actually need a logic_auto at all like I mentioned in the tutorial smiley .




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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?



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Re: [article] Respawning props - the hard way
Posted by venomus on Tue Jan 18th at 1:42am 2005


No, because the sole purpose of pod1_filter is to only work when triggered by pod1_prop smiley .



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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.



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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>





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