controllable info_player_deathmatch? Created 20 years ago2004-02-11 02:11:15 UTC by craash420 craash420

Created 20 years ago2004-02-11 02:11:15 UTC by craash420 craash420

Posted 20 years ago2004-02-11 02:11:15 UTC Post #15966
I'm stuck on my latest Ricochet map, but I think my problem is general enough for someone to have an idea. It's an arena style (1 on 1) map and the players cannot reach each other. Unfortunately Ricochet is buggy, and the team settings are "forgotten" after a couple of rounds.

At first it caused a few telefrags, but in the process of trying various fixes I moved the spawn points up in the air. Now you just land your enemy's head instead of telefragging him or (smacks head against keyboard0 respawning in the correct spot.

I went pretty far out on my latest to try to fix... if you see a problem here or know a simpler solution please let me know.

You can't name an "info_player_deathmatch" but you can (allegedly) control one using a multisource. On each side I used a game_zone_player to activate a multisource which was the info_player_deathmatch's "master".

How it should work:
Both players spawn and drop into the game_zone_players and turn them off, turning off the multisources, turning off the respawn points. Battle rages on until 'Player(1)' is killed, triggering that game_zone_player to trigger that multisource to enable that info_player_deathmatch, and 'Player(1)' respawns on his own turf where he belongs.

How it does work:
<swearing at computer> That didn't work either? What do you want from me?!?! <more swearing at computer> Why won't you do what I tell you?!?! <computer swears at me> :nuts:
Posted 20 years ago2004-02-11 06:04:43 UTC Post #15976
I don't get the point of this post, you want to turn off an info_player_deathmatch, and you failed, and you tell us how you failed, allegedly
Posted 20 years ago2004-02-11 10:08:19 UTC Post #15978
The point of this thread is to figure out how to make the map work. I stated my problem and what I've already tried, hopefully someone will suggest an alternate method or point out why my method isn't working. I'll simplify:

Has anyone here made a controllable info_player_deathmatch?
Posted 20 years ago2004-02-11 14:52:09 UTC Post #16000
He did say
if you see a problem here or know a simpler solution please let me know.
Never tried. Never even mapped for HLDM.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-02-12 11:46:27 UTC Post #16048
I seriously doubt its possible with the default hldm entity set, in games like TFC its a given, but considering the utter pointlessness of doing this there isn't going to be any support!
Posted 20 years ago2004-02-13 22:14:17 UTC Post #16138
Since the entity is malfunctioning and Ricochet isn't updated I gave up. I tried high-tech and low-tech, I guess I'm not smart enough to correct this massive bug. Instead, I worked around it. Meaning I changed my map to suit the needs of the game engine. Trial by fire as soon as my buddy shows up, if all goes well I'll post the map tomorrow.
Posted 20 years ago2004-02-14 09:37:38 UTC Post #16160
Ricochet isn't updated
It is updated...

and so is DMC and al the other mods - they are all updated with the retail updates of hl - (the non steam updates)

All you have to do is wait untill they release hl 1.1.1.1 - which will have all the updates...
Posted 20 years ago2004-02-14 10:47:07 UTC Post #16169
Oh no, I'm not falling for that again! I used to be hooked on Diablo 2. "Wait until 1.10 comes out, that will fix the hacks!" Well, thay fixed the hacks - and a bunch of stuff that wasn't broken. Now my "godly" character gets smacked down by mid level monsters, so I quit.

Do you think Valve will still update HL with HL2 just around the corner?
Posted 20 years ago2004-02-14 15:14:24 UTC Post #16181
Yes
Posted 20 years ago2004-02-14 16:45:53 UTC Post #16187
adjusting one's map to meed the demands of the engine is all part of mapping for an old engine crash..
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