Random teleport example map

Half-Life HL
Random teleport example map by DiscoStu
Posted 13 years ago2011-03-04 21:35:33 UTC • Examples • Half-Life
Loading...
Screenshot Thumbnail
Name
Random teleport example map
By
DiscoStu DiscoStu
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, RMF/VMF
Created
13 years ago2011-03-04 21:35:33 UTC
Updated
13 years ago2011-03-06 18:45:03 UTC
Views
4621
Downloads
1011
Comments
12
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.

12 Comments

Commented 13 years ago2011-03-04 22:27:43 UTC Comment #18843
im in debt with you disco stu thanks :)
Commented 13 years ago2011-03-04 23:39:33 UTC Comment #18844
Hope it is what you wanted :)
Commented 13 years ago2011-03-04 23:44:29 UTC Comment #18845
swipe
Commented 13 years ago2011-03-06 18:28:43 UTC Comment #18846
-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.
Commented 13 years ago2011-03-06 18:44:57 UTC Comment #18847
It's an example map. I wonder why did I enable ratings.
Commented 13 years ago2011-03-07 06:08:07 UTC Comment #18850
*****
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...
=|
Commented 13 years ago2011-03-07 12:09:08 UTC Comment #18851
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.
Commented 13 years ago2011-03-07 12:24:55 UTC Comment #18852
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

=)
Commented 13 years ago2011-03-07 12:31:21 UTC Comment #18853
I guess the timing was good enough then :P
Commented 12 years ago2012-05-01 19:22:12 UTC Comment #19940
if you associated env_beam with random strike that would make it even more random!
Commented 12 years ago2012-05-01 22:35:11 UTC Comment #19941
That would work too, but I didn't quite understand how that worked at the time I made this example map.
Commented 10 years ago2014-01-15 19:02:42 UTC Comment #20436
Wow, great idea! I could have used this in gauss_god, wish i'd seen it.

You must log in to post a comment. You can login or register a new account.