Re: multimanager teleport
Posted by Johnny Beverage on
Sat Oct 25th 2003 at 5:24pm
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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
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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
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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 Johnny Beverage on
Mon Oct 27th 2003 at 1:09am
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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
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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
Posted
2003-10-27 11:34am
ReNo
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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: