Telefragging

Telefragging

Re: Telefragging Posted by im.thatoneguy on Tue Oct 31st 2006 at 4:58am
im.thatoneguy
84 posts
Posted 2006-10-31 4:58am
84 posts 18 snarkmarks Registered: Jul 15th 2005 Occupation: Student Location: USA
Has valve patched the teleporter yet so that it can telefrag.

Also has valve patched the teleporter so that you can bring the player to a stop on the exit.

A year ago I was mapping and 1) People would get stuck inside of eachother on exit.

2) People would exit teleporters at the same velocity they entered... and there was no way to make them stop.

Any progress on these fronts from Valve?
Re: Telefragging Posted by omegaslayer on Tue Oct 31st 2006 at 5:14am
omegaslayer
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Posted 2006-10-31 5:14am
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What is a telefrag?
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Re: Telefragging Posted by fishy on Tue Oct 31st 2006 at 6:48am
fishy
2623 posts
Posted 2006-10-31 6:48am
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omegaslayer said:
What is a telefrag?
when you spawn or teleport inside another player, and the other player gets gibbed. i've seen it loads of times with tfc, but i've still never seen it happen in any hl2 game.
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Re: Telefragging Posted by Campaignjunkie on Tue Oct 31st 2006 at 7:03am
Campaignjunkie
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Posted 2006-10-31 7:03am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Assuming it's not in HL2DM, you can just make a trigger_hurt on the other end of the teleport and toggle it right before you teleport someone, so you kill whatever's on the other end. Same effect.
Re: Telefragging Posted by reaper47 on Tue Oct 31st 2006 at 11:52am
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Posted 2006-10-31 11:52am
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trigger_hurt should do the trick. Maybe add a 0.1 second delay to be sure.
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Re: Telefragging Posted by im.thatoneguy on Tue Oct 31st 2006 at 10:22pm
im.thatoneguy
84 posts
Posted 2006-10-31 10:22pm
84 posts 18 snarkmarks Registered: Jul 15th 2005 Occupation: Student Location: USA
No, the only way I got it to work last year was an obscenely complicated and somewhat buggy series of triggers. I was hoping I could gut it all out now. If there isn't a fix I'll probably just wait till next year and hope for the best.
Re: Telefragging Posted by omegaslayer on Tue Oct 31st 2006 at 10:33pm
omegaslayer
2481 posts
Posted 2006-10-31 10:33pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
I don't see why it would be needed. I mean HL2DM is a completly
different game than HL1DM. HL2DM is far from death match that
"telefraging" is synomonis with. I guess you should ask yourself: "Is
'Telefragging' really going to make the gameplay 'that' much better?"
Posting And You
Re: Telefragging Posted by fishy on Tue Oct 31st 2006 at 10:41pm
fishy
2623 posts
Posted 2006-10-31 10:41pm
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if it stops players getting stuck in each other, then it can't be a bad thing.
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Re: Telefragging Posted by reaper47 on Thu Nov 2nd 2006 at 10:54am
reaper47
2827 posts
Posted 2006-11-02 10:54am
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I don't think he means telefragging in the usual, Quake 3, spawn and gib way. It's more about people getting stuck in teleporters like in dm_steamlab.

Could you tell us what exactly isn't working about the trigger_hurt? It should/must work with the right timing.
Why snark works.
Re: Telefragging Posted by fishy on Thu Nov 2nd 2006 at 11:29am
fishy
2623 posts
Posted 2006-11-02 11:29am
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
I don't think he means telefragging in the usual, Quake 3, spawn and gib way. It's more about people getting stuck in teleporters like in dm_steamlab.
A year ago I was mapping and 1) People would get stuck inside of eachother on exit.
.... :rolleyes:
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