Decimal Second Delays?

Decimal Second Delays?

Re: Decimal Second Delays? Posted by im.thatoneguy on Mon Jul 25th 2005 at 1:03am
im.thatoneguy
84 posts
Posted 2005-07-25 1:03am
84 posts 18 snarkmarks Registered: Jul 15th 2005 Occupation: Student Location: USA
Ok I'll try and get those who haven't read my previous posts up to speed.

The problems I'm encounter are

A) Valve didn't implement telefragging with their teleporters

B) Valve didn't give an option to stop players on rematerialization (I.E. If you enter moving 10 units per second west, you exit moving 10 units per second west.)

My solution to problem B involved a func_brush that is turned on upon teleportation and turned off upon touching the ground, with a ground based trigger. Thing is, if you're moving fast enough you actually rematerialize inside the wall of the donut, and you're stuck. So the obvious solution is to make the donut bigger, but you can only make the donut so large before the effect becomes apperant (i.e. a distinct bounce when you exit).

My solution to Problem A is very similar, I have a trigger hurt on the ground that turns on upon teleportation, and off when the player falls a unit or so. Again similar problems have occured, sometimes players are falling so fast that they rematerialize inside of the trigger hurt, essentially they were going so fast downward, they telefragged themselves.

I think I could rework the system to be functional if I intentionally teleported them inside of an in visible func_brush and then a fraction of a second later turned it off. It tends to work pretty well with a full second delay, but it would appear that all of the delays inside of the hammer trigger system have to be full integers. I just want a .1 second delay, that would automatically turn off the telefrag trigger and the wall, regardless of the player touching the trigger.

Any Ideas?
Re: Decimal Second Delays? Posted by fishy on Mon Jul 25th 2005 at 1:43am
fishy
2623 posts
Posted 2005-07-25 1:43am
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
it seems strange that hl2 doesn't allow .1 second delays, when the old and clunky hl1 does.
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Re: Decimal Second Delays? Posted by wil5on on Mon Jul 25th 2005 at 5:00am
wil5on
1733 posts
Posted 2005-07-25 5:00am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
This must sound stupid, but I am being serious, have you tried typing 0.1 instead of .1?
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Re: Decimal Second Delays? Posted by DrGlass on Mon Jul 25th 2005 at 9:49am
DrGlass
1825 posts
Posted 2005-07-25 9:49am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Play around with trigger_vphysics, you can use this to stop the player dead in his tracks if you can figure it out.

You also may want to take another look at the teleport entrance.
If you place a trigger_vphysics that acts like thick jelly over the
teleport entrance (I think that is how they made you move super slow
when you teleport from the lab in the start of hl2) you could then use
a trigger to turn on the teleport a second after the player enters the
trigger_vphysics so he is slowed down.
Re: Decimal Second Delays? Posted by im.thatoneguy on Mon Jul 25th 2005 at 10:12am
im.thatoneguy
84 posts
Posted 2005-07-25 10:12am
84 posts 18 snarkmarks Registered: Jul 15th 2005 Occupation: Student Location: USA
Ahhh a trigerable Vphysics is exactly the sort of entity I was looking for to slow down the player. I can't believe I'd missed it in all the times looking through the list. I Think I tried 0.1, but I'll try it again. In the HL2world entity guide the delay option is listed in parenthesis as (int) meaning integer, so I'm not exactly optimistic.

[Edit]: Yep the 0 Fixed it Hits head with large mallot

The Func_vphysics, sort of does what it's supposed to do. If I specify a maximum velocity... it AVERAGES 0.1 but that involves shaking back and forth, and if set for too short of interval... will result in you being ejected at twice the speed you entered LOL. Hooray for Valve triggers! All in all though, I think I have the tools I need to get itworked out. Thanks all.
Re: Decimal Second Delays? Posted by DrGlass on Mon Jul 25th 2005 at 7:11pm
DrGlass
1825 posts
Posted 2005-07-25 7:11pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
maybe an admin can check this one off for us.
Re: Decimal Second Delays? Posted by Leperous on Tue Jul 26th 2005 at 7:53pm
Leperous
3382 posts
Posted 2005-07-26 7:53pm
Leperous
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
And a solution to problem A is to have the player "somewhere else" while you activate the trigger_hurt (e.g. in some crazy wormhole tunnel).