[article] Respawning props - the hard way

[article] Respawning props - the hard way

Re: [article] Respawning props - the hard way Posted by venomus on Wed Jan 12th 2005 at 6:31pm
venomus
9 posts
Posted 2005-01-12 6:31pm
venomus
member
9 posts 81 snarkmarks Registered: Mar 30th 2004 Occupation: student Location: UK
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.
Loading embedded content: Article #134
Re: [article] Respawning props - the hard way Posted by Ferret on Wed Jan 12th 2005 at 11:54pm
Ferret
427 posts
Posted 2005-01-12 11:54pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
WIsh I had seen this before I submitted my level to valve. As it went this morning and some props didn't respawn :P
Re: [article] Respawning props - the hard way Posted by Joe-Bob on Thu Jan 13th 2005 at 3:16am
Joe-Bob
180 posts
Posted 2005-01-13 3:16am
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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!
Re: [article] Respawning props - the hard way Posted by Degenatron on Thu Jan 13th 2005 at 2:37pm
Degenatron
64 posts
Posted 2005-01-13 2:37pm
64 posts 1336 snarkmarks Registered: Dec 7th 2004 Occupation: IT Professional Location: USA
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?
Re: [article] Respawning props - the hard way Posted by Joe-Bob on Fri Jan 14th 2005 at 5:13am
Joe-Bob
180 posts
Posted 2005-01-14 5:13am
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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.
Re: [article] Respawning props - the hard way Posted by mazemaster on Fri Jan 14th 2005 at 8:14am
mazemaster
890 posts
Posted 2005-01-14 8:14am
890 posts 438 snarkmarks Registered: Feb 12th 2002
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?
Re: [article] Respawning props - the hard way Posted by venomus on Fri Jan 14th 2005 at 12:59pm
venomus
9 posts
Posted 2005-01-14 12:59pm
venomus
member
9 posts 81 snarkmarks Registered: Mar 30th 2004 Occupation: student Location: UK
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 ;) .
Re: [article] Respawning props - the hard way Posted by Leperous on Sat Jan 15th 2005 at 10:38am
Leperous
3382 posts
Posted 2005-01-15 10:38am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
But at the same time, won't that trigger pod1_filter and spawn a new set of the pod1 entities?
Re: [article] Respawning props - the hard way Posted by venomus on Tue Jan 18th 2005 at 1:42am
venomus
9 posts
Posted 2005-01-18 1:42am
venomus
member
9 posts 81 snarkmarks Registered: Mar 30th 2004 Occupation: student Location: UK
No, because the sole purpose of pod1_filter is to only work when triggered by pod1_prop :) .
Re: [article] Respawning props - the hard way Posted by Sadist on Wed Oct 10th 2007 at 5:24pm
Sadist
28 posts
Posted 2007-10-10 5:24pm
Sadist
member
28 posts 1162 snarkmarks Registered: Jan 4th 2006 Location: United Kingdom
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.
Re: [article] Respawning props - the hard way Posted by Kc | Ravage on Sun Oct 28th 2007 at 7:29pm
Kc | Ravage
1 post
Posted 2007-10-28 7:29pm
1 post 0 snarkmarks Registered: Oct 28th 2007
Managed to slim it down allot, see:
http://hl2mapping.30.forumer.com/index.php?showtopic=178