Coop Teleporter Without Getting Stuck

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Revision as of 19:55, 15 March 2011 by Xaymar (talk | contribs) (Hammering it into your map)
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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