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Posted: Sat Dec 31, 2005 6:23 am
by jester!
Glad to catch it! :icon32:

Posted: Sat Dec 31, 2005 6:44 am
by primaltheory
LoL! How do you make a teleporter! There are no q4 tuts and the d3 tut doesn't work!

Posted: Sat Dec 31, 2005 7:02 am
by pjw
primaltheory wrote:How do you make a teleporter!
1. Draw out a brush textured with common/trigshotclip (so you can shoot through the tele) where you want the teleporter to be.

2. If you wish, add the teleporter model (r-click--> func_static, then click the "model" button, then models-->mapobjects-->multiplayer-->teleporter).

3. r-click--> trigger_multiple on your selected trigshotclip brush.

4. Place an info_player_teleport where you would like the player to end up. I've found that t's a good idea to place these in the air a little (~16 units) since you seem to mysteriously take a little damage every now and then from the floor when you teleport if it's flush. :confused:

5. add the following keys/values to your trigger_multiple in the entity window:

Code: Select all

target                           info_player_teleport_1
wait                             0
anyTouch                         1
projectile_trigger               1
(note that the value for target should correspond to whatever the name of your info_player teleport is)

Posted: Sat Dec 31, 2005 8:01 am
by primaltheory
Thanks! All I could find was a polish version! i noticed there is no blue light thing? how do you make the effect?

Posted: Sat Dec 31, 2005 8:34 am
by pjw
Whoops. Forgot that part. It's a func_fx with key "fx" and value "effects/mp/teleporter.fx", loop 1, starton 1, and remove 0.

Posted: Sat Dec 31, 2005 9:32 am
by GODLIKE
As with many of these things... I've found that it's a great idea to take apart the Id/Raven maps.. check the second pk4 file and extract the .map files. If you check the properties of entities.. all will be revealed.

Posted: Sat Dec 31, 2005 7:05 pm
by primaltheory
even the bra size of your mom?!?

LOL Joking joking joking we all know its A cup.... xD

Ok back to work whooo

Posted: Sat Dec 31, 2005 7:28 pm
by SonicClang
The latest build of this (Beta 3) is the best so far. The addition of the rocket launcher by the red armor and the change of a couple weapons really balanced the level out great. You can really run a line around the map now, whereas before I felt myself sticking to certain areas. Even comparing the video from the last build to the one I just made you can really tell I'm moving around the level more. This wasn't a conscience decision really at all, the map just lead me in different directions because of weapon placement.

Here's the vid of me playing against bots. ya know... I really hope these videos I'm making are helpful at least on some level to help you visualize how other people play your level. If not just let me know :) I'll stop bugging you with them. Each one is bigger than the last. Maybe I should have set the frag limit to 10...

http://sonicclang.ringdev.com/vid/pjw3.wmv

Posted: Sat Dec 31, 2005 7:58 pm
by Scourge
edit: This link now points to the Final version, not the beta anymore.

scourge34 wrote:Of course the obligatory non-fp mirror. :)

edit: Updated with the newer beta. :)

http://www.jwivie.com/pjw4dm1.zip

Posted: Sat Dec 31, 2005 8:31 pm
by SonicClang
That's beta 3 right?

Posted: Sat Dec 31, 2005 8:39 pm
by Scourge
SonicClang wrote:That's beta 3 right?
Yes, but the filename has (2) in it.

Posted: Sat Dec 31, 2005 10:07 pm
by pjw
Thanks guys! For the vid and the mirror. :)

Posted: Mon Jan 02, 2006 2:06 am
by pjw
It's done, final is up, first post edited.

Thanks guys! :)

Posted: Mon Jan 02, 2006 3:13 am
by jester!
Cool. :icon14:

Posted: Mon Jan 02, 2006 4:02 am
by xchaser
:icon14: :icon14: :icon14:

Posted: Mon Jan 02, 2006 5:31 pm
by SonicClang
Once again (topic is here and in level editing forum) congrats pat. :) Well done.

Posted: Mon Jan 02, 2006 6:27 pm
by GODLIKE
Nice work.