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help implenting save feature (trigger_teleport isolating specific player) [Archive] - TF2Maps.net Forums

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bob+M|M+
07-08-2008, 01:24 PM
I'm trying to get this to work for checkpoint save feature in a jump map. which means I can't use cap points, since this is individual-based progress.

when a player reaches a checkpoint, I give him the name "333" so that when he dies and spawns again, he will immediately teleport back to that checkpoint using trigger_teleport and filter_activator_class. This part I've done and it works great, but I also want to prevent other players from using this teleport when activated at the spawn

Apparently the "Filter Name" in trigger_teleport seems have no effect on anything, so I have to use a filter_activator_name to turn on and off the teleport, which means if player1 and player2 are in that teleport area at the same time, they will both be teleported.

so that's my dilemma.. I've also thought about using teleport doors near the spawn, but I much rather the effect be immediate.

any comments, ideas, suggestions appreciated!

thanks,
bob

bob+M|M+
07-08-2008, 05:08 PM
nvm, I figured out a way : D

drpepper
07-08-2008, 05:16 PM
nvm, I figured out a way : D
well, how'd you do it? you know... for people who might need help with this later?

bob+M|M+
07-08-2008, 05:27 PM
it's a pretty lame method, but I think it'll get the job done. I'm using trigger_push to push people away from the place they spawn, and using trigger_multiple/trigger_teleport for each spawn point that tests the filter_activator_name. 16 players x 2entities for each x 9checkpoints = 288 entities. hopefully it won't be a problem..

Pseudo
07-09-2008, 12:02 AM
Maybe point_teleport (http://developer.valvesoftware.com/wiki/Point_teleport) would work better? If you're already using a trigger_multiple to start the teleportation.

bob+M|M+
07-09-2008, 11:36 AM
Thanks for the suggestion. I'll look into it.