Author Topic: Telaporters  (Read 2618 times)

vague312

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Telaporters
« on: March 01, 2008, 06:16:36 PM »
Im having a small issue with telaporters spawning players inside players in my map. Anyway to avoid this?

Basically i have the players spawn in a tube, fall down the tube and then telaport to the team base.

thanks
---Joe

Eiii

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Re: Telaporters
« Reply #1 on: March 01, 2008, 06:19:50 PM »
The only way I can think of would be to raise the teleporter up at least the height of a player, preferably more. Then, players would fall instead of getting stuck in each other.

Deranged

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Re: Telaporters
« Reply #2 on: March 01, 2008, 06:21:58 PM »
I don't reccomend doing this in the first place, but since it's a cool idea:

If you HAVE to do this, have like 20 tubes to almost completely remove that chance that two players will spawn in the same one and thus be teleported to the same place, and on being teleported use trigger_push or something to move them off the teleport spot so the players won't be teleported inside eachother :)

What eiii says works too, but then again what if it makes a tower as high as where the teleporter is and it ends up that two players get stuck inside eachother midair :P

There is no sure-fire way to fix this, you just have to take a number of steps to make it happening VERY unlikely, like a one in a million chance :P

vague312

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Re: Telaporters
« Reply #3 on: March 01, 2008, 06:31:05 PM »
humm ill give the multiple tubes a try. Could the teleporters have multiple destinations?

thanks

ViciouZ

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Re: Telaporters
« Reply #4 on: March 01, 2008, 06:37:38 PM »
Sorry Deranged.
« Last Edit: March 02, 2008, 04:34:26 AM by ViciouZ »

Eiii

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Re: Telaporters
« Reply #5 on: March 01, 2008, 06:49:18 PM »
Animal abuse is nothing to joke about. :(

Oh, why do you have these tubes anyway? If you just were to put spawns in place of the teleporters, players would never get stuck...

Deranged

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Re: Telaporters
« Reply #6 on: March 01, 2008, 07:24:33 PM »
What about a trigger_push where the player is teleported to, to shove the female dog somewhere

I said that >.>

Animal abuse is nothing to joke about. :(

Oh, why do you have these tubes anyway? If you just were to put spawns in place of the teleporters, players would never get stuck...

Because falling down a tube looks cool...

Eiii

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Re: Telaporters
« Reply #7 on: March 02, 2008, 02:24:35 AM »
(Functionality | Playability) > Cool

jitspoe

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Re: Telaporters
« Reply #8 on: March 02, 2008, 04:00:19 PM »
Why not have them fall down the tube directly into the map instead of falling then teleporting?

Deranged

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Re: Telaporters
« Reply #9 on: March 02, 2008, 04:01:40 PM »
could make it so there's a path in the cieling at the end of the pipe that they can fall through but it looks solid, that would give the same effect

vague312

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Re: Telaporters
« Reply #10 on: March 03, 2008, 02:18:22 PM »
tell u the truth not a clue why i want the tubes lol. I guess it would just look neat seeing players drop down tubes in the middle of the field.

heres a few screenshots.
Keep in mind its not even in testing as of yet.

Garrett

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Re: Telaporters
« Reply #11 on: March 03, 2008, 02:40:12 PM »
Wow man.  That map looks like it will be a nice release.  The theme reminds me of some of the outer-space themed FPS.  How much longer until beta one comes out?

I like the tube idea personally.  It sets your map apart for the countless other maps that have a plain old player spawn.  Hopefully you can get your idea to work well.

vague312

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Re: Telaporters
« Reply #12 on: March 03, 2008, 06:12:09 PM »
It will be at least another week r 2. I want to work on the lighting a bit more and add some detail brushes to give the appearance some more depth. If i can get it done sooner ill have it posted