Difference between revisions of "Coop Teleporter Without Getting Stuck"

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(Creating a coop teleporter without getting Stuck now on wiki!)
 
(Hammering it into your map)
 
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== Hammering it into your map ==
 
== Hammering it into your map ==
 
=== Step One - Brushwork ===
 
=== Step One - Brushwork ===
Move to RoomOne, this is where we start. Create a teleporter-like brush there which allows exactly '''one''' player to move in/on it(between 32x32 and 64x64).
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Move to RoomOne, this is where we start. Create a teleporter-like brush there which allows exactly '''one''' player to move in/on it(between 32x32 and 64x64).<br />
Add a teleporting zone at floor level of the teleporter-like brush you made.
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Add a teleporting zone at floor level of the teleporter-like brush you made.<br />
Now move to RoomTwo, this is where the exit is located. Make another teleporter-like brush, same rules as above apply.
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Now move to RoomTwo, this is where the exit is located. Make another teleporter-like brush, same rules as above apply.<br />
This time put a point_teleport_destination to where the player should teleport to. Add a trigger_multiple around the teleporter-like brush(so that it at least covers the player when he got teleported and cant jump upwards out of it.
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This time put a point_teleport_destination to where the player should teleport to. Add a trigger_multiple around the teleporter-like brush(so that it at least covers the player when he got teleported and cant jump upwards out of it.<br />
  
 
=== Step Two - Entitywork ===
 
=== Step Two - Entitywork ===
Link/Connect the point_teleport_destination with the teleporter, then add an output to the trigger_multiple, which triggers OnStartTouch and disables the teleporter. Add another output which triggers OnEndTouchAll that reenables the teleporter.
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Link/Connect the point_teleport_destination with the teleporter, then add an output to the trigger_multiple, which triggers OnStartTouch and disables the teleporter. Add another output which triggers OnEndTouchAll that reenables the teleporter.<br />
That was it
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That was it.<br />
  
 
=== Step Three - Test! ===
 
=== Step Three - Test! ===
If you've done everything right, you should now have one coop teleporter that allows you to spawn without getting stuck.
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If you've done everything right, you should now have one coop teleporter that allows you to spawn without getting stuck.<br />
Have fun!
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Have fun!<br />
  
 
== Related Links ==
 
== Related Links ==
[http://obsidianconflict.net/forums/viewtopic.php?f=26&t=842 Original by Gandorques Hikla]
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[http://obsidianconflict.net/forums/viewtopic.php?f=26&t=842 Original by Gandorques Hikla]<br />
[http://obsidianconflict.net/forums/viewtopic.php?f=26&t=4534 Neicos request at getting every Tutorial into the Wiki]
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[http://obsidianconflict.net/forums/viewtopic.php?f=26&t=4534 Neicos request for getting every Tutorial into the Wiki]<br />
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[[Category:MapTuts]]

Latest revision as of 19:55, 15 March 2011

What is needed?

  • Knowledge of Hammer Tools.
  • Knowledge of working with Entities.
  • A room to teleport from.(here: RoomOne)
  • A room to teleport to.(here: RoomTwo)

Preamble

Hi Community, I'm Gandorques Hikla a experienced Mapper (especially Technical) since Half-Life 1. I love this Mod, but on the most maps with teleporters you can get stuck in other players easily, even if there's a trigger_push to push the players out of the teleport destination area, here's a Tutorial for a easy way to prevent this.

Hammering it into your map

Step One - Brushwork

Move to RoomOne, this is where we start. Create a teleporter-like brush there which allows exactly one player to move in/on it(between 32x32 and 64x64).
Add a teleporting zone at floor level of the teleporter-like brush you made.
Now move to RoomTwo, this is where the exit is located. Make another teleporter-like brush, same rules as above apply.
This time put a point_teleport_destination to where the player should teleport to. Add a trigger_multiple around the teleporter-like brush(so that it at least covers the player when he got teleported and cant jump upwards out of it.

Step Two - Entitywork

Link/Connect the point_teleport_destination with the teleporter, then add an output to the trigger_multiple, which triggers OnStartTouch and disables the teleporter. Add another output which triggers OnEndTouchAll that reenables the teleporter.
That was it.

Step Three - Test!

If you've done everything right, you should now have one coop teleporter that allows you to spawn without getting stuck.
Have fun!

Related Links

Original by Gandorques Hikla
Neicos request for getting every Tutorial into the Wiki