multimanager teleport

multimanager teleport

Re: multimanager teleport Posted by Johnny Beverage on Sat Oct 25th 2003 at 5:24pm
Johnny Beverage
30 posts
Posted 2003-10-25 5:24pm
30 posts 43 snarkmarks Registered: Apr 13th 2002 Occupation: Quality coordinator Location: Ohio
I have played a map called drydock that has its teleports set up to be random. I have tried to duplicate it but keep getting a message that says the master is null or not a master. I have the multi_manager and the multisources set up but am not quite sure how to complete this procedure. Any help would be appreciated. I am totally lost on this.
Re: multimanager teleport Posted by Orpheus on Sun Oct 26th 2003 at 1:04pm
Orpheus
13860 posts
Posted 2003-10-26 1:04pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
as the snarkpits most stupid MM user prepares to speak, there is a collective groan

why don't you set it up so a multi-manager triggers the teleport triggers to turn on and off every so often..

or even turn off the destinations in succession maybe.
Re: multimanager teleport Posted by ReNo on Sun Oct 26th 2003 at 4:38pm
ReNo
5457 posts
Posted 2003-10-26 4:38pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I don't quite know what the setup you have or want is, but as a rule of thumb, WinBSP is a nice tool for learning how entity effects in maps are setup - just decompile the map and have a look at how they did it.
Re: multimanager teleport Posted by Campaignjunkie on Sun Oct 26th 2003 at 7:14pm
Campaignjunkie
1309 posts
Posted 2003-10-26 7:14pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
http://collective.valve-erc.com/index.php?doc=1045094934-21558900

Use the entity setup described above and adapt it to your map. As for how I would do it...

Place a trigger_multiple around your trigger_teleport. This trigger_multiple will target the random-system. The random-system will press a func_button, which will target a specific trigger_changetarget that will change the target of the trigger_teleport to a specific info_teleport_destination.

QED. :lol:
Re: multimanager teleport Posted by Orpheus on Sun Oct 26th 2003 at 7:21pm
Orpheus
13860 posts
Posted 2003-10-26 7:21pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
^^^points up^^^

hair moves

thats quite a story CJ :lol:
Re: multimanager teleport Posted by Johnny Beverage on Mon Oct 27th 2003 at 1:09am
Johnny Beverage
30 posts
Posted 2003-10-27 1:09am
30 posts 43 snarkmarks Registered: Apr 13th 2002 Occupation: Quality coordinator Location: Ohio
Thanks for the info everyone I will give it a shot. I almost had it but not quite still. I decompiled the map and thought i had used the same set up as him but must have had something wrong still.
Re: multimanager teleport Posted by mazemaster on Mon Oct 27th 2003 at 1:22am
mazemaster
890 posts
Posted 2003-10-27 1:22am
890 posts 438 snarkmarks Registered: Feb 12th 2002
CJ has got it right. Just make sure that the trigger_multiple has a really fast reset time. Thats how I made the teleporter random in Megalith.
Re: multimanager teleport Posted by ReNo on Mon Oct 27th 2003 at 11:34am
ReNo
5457 posts
Posted 2003-10-27 11:34am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The random event generator, ah what a creation :smile: I remember using it to randomly make sparks set of in a hallway ages back, as simply using the env_sparks entity was WAAAAY too loud and could be heard throughout the map. What a stupid waste of time and effort that was :biggrin: For something that plays a significant role in a map, its certainly worth the hassle of implementing, however using it for sparks was just plain silly :biggrin: