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holdable teleporters
https://www.quake3world.com/forum/viewtopic.php?f=10&t=46848
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Author:  skinmaster [ 12-18-2011 01:03 AM ]
Post subject:  holdable teleporters

hey guys another question..

heres the scenario:

six regular spawn points are the random choice of a holdable teleporter, each of the spawn points rewards the player with a different item, possibly gun/armor/big health/haste

i've been wondering a couple things here...

1. is info player deathmatch the only thing used or usable as the destination for a holdable teporter

2. how do i control the random factor better? double and triple the number of spawn points in the same spot?

i ask this because i tried a run of twenty + teleports and was sent only to three of the six spawn points..

3. is there some way to control the set chosen for porting to if i do this on both sides, i want blue to only teleport into the blue set and red into the red set, ie, holdable teleporters porting to team related spots...

ie. i'm blue so when i teleport i go to the one 1/3 spot for th'blue team... and not to the red ones..

Author:  Eraser [ 12-18-2011 07:08 AM ]
Post subject:  Re: holdable teleporters

I think the personal teleporter doesn't randomly select a spawnpoint, but the one that's furthest away from your current location.

Author:  themuffinman [ 12-18-2011 07:47 AM ]
Post subject:  Re: holdable teleporters

1. yes
2. It selects a spawn point in the exact same way as the game would when you die and need to respawn. Randomising it would need a hack of sorts. You could make an extra room to spawn to, that holds the map's only info_player_deathmatch in it, then from there you can have a trigger_teleport pointing to a target_relay with a random flag set and pointing to various misc_teleporter_dest's.
3. You'd just add the blue/red team only flag to the target_relay mentioned above. You could probably connect 2 target_relay's to the trigger_teleport and have each with the respective team flags set.

All of that could be made to look better if you used a vortex portal effect in that tele room mentioned above, so that the player doesn't have to stare at a plain boxed room for a split second.

The only drawback of all of this is if someone loads the map in FFA for instance, they'd spawn and be stuck inside the tele room. That could be avoided by using gametype flags for different sets of triggers, targets and tele destinations.

Author:  skinmaster [ 12-18-2011 08:10 AM ]
Post subject:  Re: holdable teleporters

tahts a good suggestion, thanks mufinman..

Now I have one more...


1. if I wanted the same setup to block the flag from being teleported, I flag is not allowed to follow this path..

I would... take the flag from its holder if they use the teleporter...?

Author:  themuffinman [ 12-18-2011 08:42 AM ]
Post subject:  Re: holdable teleporters

skinmaster wrote:
tahts a good suggestion, thanks mufinman..

Now I have one more...


1. if I wanted the same setup to block the flag from being teleported, I flag is not allowed to follow this path..

I would... take the flag from its holder if they use the teleporter...?


Yes it forces you to drop the flag before teleporting.

Author:  skinmaster [ 12-18-2011 09:09 AM ]
Post subject:  Re: holdable teleporters

"it" forces you to?

Author:  themuffinman [ 12-18-2011 11:08 AM ]
Post subject:  Re: holdable teleporters

The game forces flag carriers to drop the flag before teleporting with personal tele.

Author:  skinmaster [ 12-18-2011 11:18 AM ]
Post subject:  Re: holdable teleporters

awesome to know. :D thx

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