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Random teleport example map

Map Vault > Example Maps

map screenshot

Ratings Disabled

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By DiscoStu (See more)
4th March, 2011

Half-Life
22.57KB - RMF, BSP
1571 views
356 downloads
12 comments

Last edited: 6th March, 2011

download

This is an example of a random teleport, as requested by cstrikeman. I hope I understood what you wanted to know.

The setup is as follows:

1 trigger_teleport named teleport_from_here
3 info_teleport_destination named destination1, destination2, destination3
3 trigger_changetarget named set_destination1, set_destination2, set_destination3
1 multi_manager to tie all the above to a coherent setup.

The multi_manager fires all trigger_changetargets in succession, one every 3 seconds.

When a trigger_changetarget (i.e set_destination2) is fired, it changes the destination of teleport_from_here to a new destination (destination2 in this example).

Since the player technically doesn't know when (or how often) the teleport is redirected to a new destination, entering the teleport results in a "random" destination.

The setup can be expanded to use more destinations, simply adding more info_teleport_destination with their corresponding trigger_changetarget.


There are also a number of meta-entities (appropriately hidden in the .rmf to avoid visual cluttering in Hammer) whose only purpose is to make the setup a bit more visual ingame.

Comments

avatar Cstrikeman says: star star star star star 4th March 2011, 22:27 PM
im in debt with you disco stu thanks :)
avatar DiscoStu says: 4th March 2011, 23:39 PM
Hope it is what you wanted :)
avatar psilous says: star star star 4th March 2011, 23:44 PM
*swipe*
avatar Dimbeak says: star 6th March 2011, 18:28 PM
--The Lighting- You didn't really get that effective lighting like you usually do.
--The Architecture- There really wasn't anything special about the architecture
--Texturing- It looks like you didnt even try to texture the walls, and why was I able to see all the entities?
++Teleportation- You did really good with the teleportation.

I give it 1 star, it wasn't what I would really expect from you.
avatar DiscoStu says: 6th March 2011, 18:44 PM
It's an example map. I wonder why did I enable ratings.
avatar Captain Terror says: star star star star star 7th March 2011, 06:08 AM
*****
Works superb! =) A very nicely crafted example map. 2 small observations:

1. have the player facing the the opposite side(not against the wall) when he teleports.

2. walking under the multimanager blocks(which was really neat btw) worked fine, but i found you had to walk under each one twice to get it to trigger. Without knowing your entity setup, maybe like having trigger_cameras and some other things, if you killed the previous entity before triggering the next, you'd get an the teleport change instantly after walking under the MM block the first time. I realize this is not even remotely crucial to the nature of the example map, again, just an observation.
= )

Have mv moderator remove dimbark's rediculous comments(and these responces to the stupid comments), since none of those criterion apply to an example map. If he even downloaded the map and actually tried the example, i would be surprised. (if only i had a ban stick) Same with psilous' one-word comment/rating...
=|
avatar DiscoStu says: 7th March 2011, 12:09 PM
It doesn't work like that. It's timed, therefore completely unrelated to walking underneath. You can go back and forth all you want, it won't make a difference.

Perhaps meta-entities weren't such a great idea after all.
avatar Captain Terror says: 7th March 2011, 12:24 PM
really?! i could have sworn.... o-well i'm sorry =)

edit: haha i just played it again and see that you're right.. i don't know how i could have thought stepping under those would change the destination...

me dipshit +1

=)
avatar DiscoStu says: 7th March 2011, 12:31 PM
I guess the timing was good enough then :P
avatar Crisislord0 says: 1st May 2012, 20:22 PM
if you associated env_beam with random strike that would make it even more random!
avatar DiscoStu says: 1st May 2012, 23:35 PM
That would work too, but I didn't quite understand how that worked at the time I made this example map.
avatar zeeba-G says: 15th January 2014, 19:02 PM
Wow, great idea! I could have used this in gauss_god, wish i'd seen it.
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