making a check point ? Created 12 years ago2012-01-14 16:39:47 UTC by Cstrikeman Cstrikeman

Created 12 years ago2012-01-14 16:39:47 UTC by Cstrikeman Cstrikeman

Posted 12 years ago2012-01-14 16:39:47 UTC Post #302685
I need to make a check point (when one character gets a point mark one)
to begin the map in this position (ej. check 1 check 2 check 3)
someone can help me ? very thankful
Posted 12 years ago2012-01-14 17:32:37 UTC Post #302686
I'm not entirely sure what you mean.

If you want to make level changes, read this tutorial.

If you want to activate something in one map which effects something in another map, read this tutorial.

If you want to add an autosave point/checkpoint, use this entity.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-14 17:51:48 UTC Post #302687
thanks archie but I need something more specific, I dont use a lot the entities :(
Posted 12 years ago2012-01-14 18:10:53 UTC Post #302689
But what is it you're actually trying to do?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-14 18:13:20 UTC Post #302690
a map to multiplayer(cs) to kill monster in area, cross the area and activate a check point (to not cross all the zone)the check point its the problem for me :(

very thankful
Posted 12 years ago2012-01-14 18:40:34 UTC Post #302691
I really don't understand what you mean by check point. CS doesn't have level changes.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-01-14 18:43:42 UTC Post #302692
its a map for a mod of cs (wiht amx)based on CSO
the players go ahead until a point (when reach the point (checkpoint activated) if the ydie begins here)
you understand now ? thanks a lot
Posted 12 years ago2012-01-14 20:51:55 UTC Post #302693
Nobody can understand you. I would try to help you, but I cannot understand your grammar at all.

Give a detailed overview of what you're trying to do.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-01-14 21:00:11 UTC Post #302694
its easy to explay i think, a check point (where the players born , when reach a new map point)
thanks for your time and sorry for my bad explanations
Posted 12 years ago2012-01-14 21:51:26 UTC Post #302695
Dimbark is being an ass, we can understand what you're saying, we just don't know how to do it. We don't map for this mod, what is the name of this mod? You should ask on the mods forums, not here.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-14 21:52:56 UTC Post #302696
Well I think I DO understand.

He wants to make it so that after you're past a certain point in the map (let's label it Point A), if you die you can respawn at Point A instead of the original spawn.

Then if you get past Point B, after you die you respawn at Point B rather than Point A.

I don't think this can be done without coding.

Also, there are no monsters in Counter Strike, unless you've coded a mod based off CS; in which case you're already doing custom code. As for which code file you'd need to tinker with to accomplish the above, I have no idea. Maybe somebody else does.
Posted 12 years ago2012-01-14 21:55:31 UTC Post #302697
The only mod I know that does this is Sven Coop. Totally no help at all , I know , but i'm merely stating that it's not supported in any current goldsrc games
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-01-14 21:55:41 UTC Post #302698
He wants to turn info_player_start and info_player_deathmatch spawn points on and off. There. If anyone knows if this is possible (with maybe trigger relays or master commands) tells us how.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-14 21:57:53 UTC Post #302699
Sure, it's not that hard: Custom code.
Posted 12 years ago2012-01-14 22:19:18 UTC Post #302700
omg im not coding again, im only mapping XD
but VERY THANKS to your guys are the best :)
the mod its for cs, in amx coding, but the coder cannot do it for now, only need this type (checkpoint) to finish the mod.
pd.:(discostu you ever stay here :) when I need you (finally we need to arrange a marriage ceremony :P)
Posted 12 years ago2012-01-14 22:33:55 UTC Post #302701
i have a idea! he can use teleporters...
move player spawn points outside of the world where you cant see anything.
you can use "null" texture to close all sides.

remember this is only team 1 and you need knowledge of teleports:

now make a 3 trigger_teleport, 2 multi_source, 2 trigger_relay.

place trigger_teleport where players first spawn(outside of the world).
this trigger_teleport will instantly teleport players to your world.
name: instant_teleport_kill

you will kill this teleport (deactivate) when you complete objective 1.
place trigger_teleport where players first spawn(outside of the world)
(this entity is not activated yet)
name: checkpoint1
master: pointcaptured1
put the multi_source somewhere.
name: pointcaptured1
target: instant_teleport_killer
put trigger_relay somewhere.(This entity kills instant teleporter)
name: instant_teleport_killer
killtarget: instant_teleport_kill
when you trigger "pointcaptured1" (players completed to capture checkpoint1) players will spawn near checkpoint1

another check point:
place trigger_teleport where players first spawn(outside of the world)
(this entity is not activated yet)
name: checkpoint2
master: pointcaptured2
put the multi_source somewhere.
name: pointcaptured1
target: checkpoint1_killer
put trigger_relay somewhere.(This entity kills checkpoint1)
name: checkpoint1_killer
killtarget: checkpoint1
when you trigger "pointcaptured2" (players completed to capture checkpoint2) players will spawn near checkpoint2

if you don't understand i will make a example map for you
Posted 12 years ago2012-01-14 22:43:09 UTC Post #302702
ok and thanks platoon, :)
Posted 12 years ago2012-01-14 23:36:11 UTC Post #302705
Posted 12 years ago2012-01-14 23:39:23 UTC Post #302706
Don't all entities reset on every round? Making the above setup completely useless?
Posted 12 years ago2012-01-14 23:50:46 UTC Post #302708
im triyng just now when finish I comment :)
tried, but everytime I die the pj appears on 0 not on 1 or 2 , why ?
thanks
Posted 12 years ago2012-01-15 01:39:11 UTC Post #302714
@DiscoStu
I didn't understand; I think there is a possibility to turn everything default after finish the round, if that's what you mean.

@Cstrikeman

I added kill triggers if you want to test its works or not.
Did you activate "checkpoint 1" by walking through "one sign block" and opened door?(you need to see text "checkpoint x activated!")
if yes,
then I need to ask what mod are you using?
counter strike 1.6? half life?
Steam or won version?
Maybe some entities can't be recognized with your mod.

also you can't test it with "singleplayer" you need open the game with "multiplayer" i mean don't use console or shortcut to open the map
Posted 12 years ago2012-01-15 21:06:30 UTC Post #302722
I have the two versions of cs, yes I passed trought the two doors (and over the final skull) the kills work well, the transporters too but not 1 or 2 :(
and now probing it on hl (won and steam)
the entities (some of they are bad ?)
Posted 12 years ago2012-01-16 18:16:06 UTC Post #302782
please answer :) to finish this post and help me thanks
Posted 12 years ago2012-01-16 19:30:57 UTC Post #302783
As I said, on Counter-Strike all entities reset on every round, so it doesn't matter how complicated your setup is, it's useless.

It MAY work in HL:DM only because there are no timed rounds, but you can't do this in CS without coding.
Posted 12 years ago2012-01-16 19:33:34 UTC Post #302784
im not sure why its don't work you cant open rmf file with VHM? you can check design of entity's and maybe get a idea
Posted 12 years ago2012-01-16 21:22:31 UTC Post #302785
I do it, but not working, Im testing it on hl to learn more of trigger_relay
but continues same :(
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