teleport delay text fade

teleport delay text fade

Re: teleport delay text fade Posted by Dark Tree on Tue May 25th 2004 at 9:46am
Dark Tree
646 posts
Posted 2004-05-25 9:46am
646 posts 264 snarkmarks Registered: Apr 30th 2004 Occupation: DigiPen student Location: USA
OK. I have a few problems.

1. how do I delay my trigger_teleport. In my trigger_teleports object properties, I have a value of '5' for the 'Delay before trigger' attribute. Now, when I step on this trigger brush, it instantaneosly sends me to my info_teleport_destination. I don't want this, as I also want to trigger two env_fade's (a fade in and a fade out). So I have two flat trigger brushes on top of each other. One is triggering my supposedly "delayed" teleporter, the other is triggering a multimanager for sounds/fades/game_texts. This leads me to my next question.

2. When I move the trigger_teleport away so that I can test my trigger_multiple, it triggers first a fade out (to white), then it triggers two different texts (which are colored as to see them on the white background) (on different channels), than then a fade back to normal...the problem is...I cannot see my text while it fades, because apparently my fades cover over even my text!. Is there a way to display text over fade? I thought of a workaround already, but this is only if I can get my teleport to be delayed for a few seconds after I trigger it...and that is, when the screen goes completely white, to be teleported to a completely white room that is just a small square...so it will look like I am holding a fade, when it is really just a white room...and here I can display my black text....also, in this room could be another trigger_teleport that would be delayed and fade me back into ITS destination...but I need to be able to do one or the other...delayed teleportation....or text over fade.....basically, I NEED to have the delayed teleportation.
3. here is my ultimate goal: I need the player to walk over an invisibe trigger (or triggers) that (in this order):

a. plays a 3 second wav (should be easy)
b. fades to white (as the wav plays)
c. displays a couple of lines of text in while the screen is going white/completley white
d. teleport to my destination while the screen is completely white
e. fade back to normal in my new location (where I teleported to)

I have searched the forums on this topic(s) and found nothing of help, so sorry if this is a repeated post
Re: teleport delay text fade Posted by scary_jeff on Tue May 25th 2004 at 9:55am
scary_jeff
1614 posts
Posted 2004-05-25 9:55am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
The thing you are missing is a multi_manager. First, in the teleport site, make a trigger_multiple, and have this target a multi_manager called 'teleman' or something. Now place your triiger_teleport, env_fade, ambient_generic, and game_text, giving them all appropriate names, and place your teleport destination.

Go to the properties for the multi_manager, and turn off smartedit. Add entries for each of the entities you made, along with the delay you want (entry name should be the name of the target entity, and the value should be the time delay in seconds).

That should be it. To make the screen fade to white, stay white for a bit, then fade to normal, you need to have 2 env_fades. Set the multi_manager to trigger one at the start (delay 0.1 or something), with fade time set to say 2, and hold time set to say 3 (or whatever you want), then set the multi_manager to trigger the second env_fade after 5.1 (in this case) seconds, with 'fade from' checked, and fade duration set to 2 (or whatever).

The game text shouldn't be affected by the fade. Make sure you are using dark coloured text, otherwise it obviously won't be that visible against a white background.

[edit] There are also a bunch of tutorials and other threads on multi managers that you won't have found because you didn't seem to know about them:

one
two
three
four

[/edit]
Re: teleport delay text fade Posted by Biological Component on Tue May 25th 2004 at 11:58am
Posted 2004-05-25 11:58am
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
<TABLE cellSpacing=0 cellPadding=2 width="95%" align=center>
<TBODY>
<TR>
<TD style="FONT-SIZE: 11px; COLOR: gold" bgColor=black>? originally by Dark Tree</TD>
<TR>
<TD bgColor=#151515>
<TABLE cellSpacing=1 cellPadding=2 width="100%" bgColor=maroon>
<TBODY>
<TR>
<TD bgColor=#151515>OK. I have a few problems.
1. how do I delay my trigger_teleport.

</TD></TR></TBODY></TABLE></TD></TR></TBODY></TABLE>

Okay, to make a delayed teleporter that actually works you:

1. Make a trigger_multiple (or trigger_once), with a delay of however much you want before the teleportation happens. Give this trigger a target called "changer".

2. Make a trigger_changetarget named "changer". Give it a target field of "tele" and a new target value of "dest".

3. Make a trigger_teleport brush named "tele" that occupies the same space as the trigger_multiple. DONT give it a target.

4. Make an info_teleport_destination entity named "dest" whereever you wanna teleport to.

Now, when you step into the target brush area, the trigger_teleport will be delayed. Also, if you want this to be a repeating process, be sure to make another trigger_changetarget that erases the triger_teleport's target field and have it targeted by a second trigger_multiple at the site of the destination.
Re: teleport delay text fade Posted by scary_jeff on Tue May 25th 2004 at 5:24pm
scary_jeff
1614 posts
Posted 2004-05-25 5:24pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Err... what's wrong with using the target entity field thingy on the trigger_teleport?
Re: teleport delay text fade Posted by fishy on Tue May 25th 2004 at 9:56pm
fishy
2623 posts
Posted 2004-05-25 9:56pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
another option that could help to delay a tele could be to recess the tele brush in the floor, covered with a func_door that moves down and exposes the tele brush. with the door speed set to 0.5, and the tele brush just a few units below the top of the door, the movement shouldn't be too noticable.

the 'Delay Before Fire' option working correctly [edit]had that been what its for[/edit]might be more desirable though.
Re: teleport delay text fade Posted by scary_jeff on Fri May 28th 2004 at 8:43am
scary_jeff
1614 posts
Posted 2004-05-28 8:43am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Can these be marked correct by a moderator or something?
Re: teleport delay text fade Posted by Leperous on Fri May 28th 2004 at 10:11am
Leperous
3382 posts
Posted 2004-05-28 10:11am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Buuuut I have to read it.. moans and collapses on floor, cries :biggrin:
Re: teleport delay text fade Posted by 7dk2h4md720ih on Fri May 28th 2004 at 12:54pm
7dk2h4md720ih
1976 posts
Posted 2004-05-28 12:54pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
:rofl: That made my morning Lep. (doesn't take much) :smile:
Re: teleport delay text fade Posted by Lord Emperor on Sat May 29th 2004 at 5:32pm
Lord Emperor
2 posts
Posted 2004-05-29 5:32pm
2 posts 0 snarkmarks Registered: May 29th 2004
In my trigger_teleports object properties, I have a value of '5' for the 'Delay before trigger' attribute.
The 'Delay before trigger' does not tell when to teleport the player, but when to fire action specified by the 'Target' value of the trigger_teleport.