teleport

teleport

Re: teleport Posted by Eclipse on Tue Nov 16th 2004 at 4:58am
Eclipse
2 posts
Posted 2004-11-16 4:58am
Eclipse
member
2 posts 0 snarkmarks Registered: Nov 12th 2004
I am trying to create a teleporter that will be triggered by shooting a specific spot on a wall. Problem is there is no multi manager anymore and I'm completely lost as to how to go about making it. Anyone know?
Re: teleport Posted by Nanodeath on Tue Nov 16th 2004 at 5:09am
Nanodeath
356 posts
Posted 2004-11-16 5:09am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Multimanagers have been replaces by the outputs tab associated with each entity. As for causing a reaction when something gets shot, or teleporting the player for that matter, I have no idea.
Re: teleport Posted by Naklajat on Wed Nov 17th 2004 at 6:31am
Naklajat
1137 posts
Posted 2004-11-17 6:31am
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
i really like the output/input tabs, even though i havent used them much, they're pretty easy to use, once you figure them out, that is. i'll try to whip something up on the topic(im sure a more experienced mapper could do a better job than me, but whatever) with the little time im not playing HL2. right now i cant recall exactly how to use them, so ill have to do some fiddling in hammer.
Re: teleport Posted by Naklajat on Wed Nov 17th 2004 at 12:36pm
Naklajat
1137 posts
Posted 2004-11-17 12:36pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
look at bottom paragraph first!

teleportation is simple in this editor:

you need a trigger_teleport brush entity and an info_teleport_destination point entity. now name them both(i would recommend naming them in a way that you can tell they go together[ex: teleport01 and teleport_destination01]) set the "remote destination" on the trigger_teleport to info_teleport_destination and... well, thats it. you could probably add a cool sound, its just that i dont know how. any suggestions on that are welcome. i'll try and figure it out as well.

btw, the thing on the input/output tabs will take slightly longer due to the fact that i deleted all my maps on accident while moving steam from C:\ to G:\ :cry:
can anyone spare a tear?

oh, wait, just read the first post again, shooting a point on the wall? yeah, ill post about that in a bit, after i figure out how to do it. i have a good idea how, just not the exact process. sorry, thought you just wanted a teleporter, my mistake.
Re: teleport Posted by Naklajat on Wed Nov 17th 2004 at 2:02pm
Naklajat
1137 posts
Posted 2004-11-17 2:02pm
Naklajat
member
1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
well, here it goes:

set the teleport stuff up where you want them and configure them as stated above. the only difference is that "start disabled" needs to be "yes" on the trigger_teleport. place a brush where you want the button and make it into a func_button. name it (mine is named teleport_button01). flag "don't move" if you dont want the button to move. now, the part you've all been waiting for: click the "outputs" tab and click "add". now click the roll-out for "my output named" and select "onDamaged". select your trigger_teleport for target entity, and on "via this input" choose "enable". you can add a delay if you want. click "add" again and set the first two values the same as the other output. set "via this input" to "disable". i also think you need a delay for this output.
Re: teleport Posted by Dred_furst on Tue Nov 23rd 2004 at 5:08pm
Dred_furst
455 posts
Posted 2004-11-23 5:08pm
455 posts 135 snarkmarks Registered: Sep 3rd 2003 Location: UK
is there some sort of seamless teleport like in sohl yet?