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08-31-2005, 10:21 AM
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#1
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Rookie
Join Date: Aug 2004
Location: The Netherlands
Posts: 120
Current Game: WoW, TFU, Batman
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Trigger Help!!
Can you let a trigger_teleport also be an Func_door??
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08-31-2005, 03:35 PM
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#2
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Commander, Rogue Squadron
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
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No. Brushes can only be part of one entity (trigger_, func_, or whatever) at a time.
Also, teleports are dumb.
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09-01-2005, 05:19 AM
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#3
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Junior Member
Join Date: Jul 2005
Posts: 348
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I dunno, "The Force holds a great many secrets" - Luke Skywalker
I think you can, however, move brushes (including teleports) using ICARUS.
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09-01-2005, 10:42 AM
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#4
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Rookie
Join Date: Aug 2004
Location: The Netherlands
Posts: 120
Current Game: WoW, TFU, Batman
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.....
Yes but
in one map dont know wich...there is an trigger teleport and its deactivated.????
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09-01-2005, 11:10 AM
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#5
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Junior Member
Join Date: Jul 2005
Posts: 348
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(The quote in my last post was in responce to wedge saying teleports are dumb)
You do realise that you can link a trigger_multiple to a target_teleport, and it will do practically the same as linking a trigger_teleport to a target_position. Alternatively, targeting a target_deactivate at a trigger deactivates it (big surprise there), and this may (haven't tested) work on trigger teleports. If it doesn't, you can still use it on a trigger_multiple, or call a disable function from ICARUS.
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09-02-2005, 01:37 PM
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#6
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Commander, Rogue Squadron
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
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You can always put a door in front of it.
I just think teleports are awful in maps. For both realism and gameplay reasons.
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09-03-2005, 05:44 AM
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#7
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Rookie
Join Date: Aug 2004
Location: The Netherlands
Posts: 120
Current Game: WoW, TFU, Batman
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it will be an map for 6 players!!
It will be an map for 6 players!!
So...... but can you deactivate a trigger_teleport or not?
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09-03-2005, 11:02 PM
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#8
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White Dragon
Join Date: Nov 2002
Posts: 3,250
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Yes, using ICARUS you can. Well, I am not sure about scripting in MP... hmm.
Why not just use a trigger_once? That way the teleport can be used only one time, and then it will not work again untill the map is restarted.
Quote:
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I think you can, however, move brushes (including teleports) using ICARUS.
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Yeah, I think you can move pretty much anything in ICARUS (single player... not everything in MP works :-\ ). I know I was moving and rotating EFX files around back in JK2 SP, which was pretty cool.
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09-05-2005, 09:54 AM
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#9
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Junior Member
Join Date: Jul 2005
Posts: 348
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Quote:
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Originally Posted by Tavion
It will be an map for 6 players!!
So...... but can you deactivate a trigger_teleport or not?
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I believe I answered this (ok, so did luke), YES, using either ICARUS or a trigger_deactivate.
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09-05-2005, 11:46 AM
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#10
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Rookie
Join Date: Aug 2004
Location: The Netherlands
Posts: 120
Current Game: WoW, TFU, Batman
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Explane
Explane to me please?? 
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09-05-2005, 07:50 PM
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#11
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Junior Member
Join Date: Jul 2005
Posts: 348
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You just target a trigger_deactivate at your teleport, and target some other trigger at your trigger_deactivate. When triggered, a trigger_deactivate deactivates all entities linked from it. A trigger_activate does the exact opposite, re-activating a trigger that's been deactivated. With ICARUS, you simply affect your trigger, and set SET_INACTIVE to true to deactivate it, or false to reactivate it.
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