Re: [article] Respawning props - the hard way
Posted by Ferret on
Wed Jan 12th 2005 at 11:54pm
Posted
2005-01-12 11:54pm
Ferret
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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
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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
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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
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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
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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 Leperous on
Sat Jan 15th 2005 at 10:38am
Posted
2005-01-15 10:38am
Leperous
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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 Sadist on
Wed Oct 10th 2007 at 5:24pm
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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.