named trigger_changelevel Created 14 years ago2009-12-10 22:17:15 UTC by Captain Terror Captain Terror

Created 14 years ago2009-12-10 22:17:15 UTC by Captain Terror Captain Terror

Posted 14 years ago2009-12-10 22:17:15 UTC Post #276533
So, i have a map where you run into a hallway and everything fades to dark. Simultaneously, a func_wall toggle freezes the player in place, and underneath him is a trigger_changelevel with a name, and after 5 seconds the changelevel is activated by a multimanager.

Everything works, except the problem is, the player arrives "frozen" in the new map, frozen to the point that you can't even noclip out of it...

anyone know what is causing this, or a better way i can achieve the same result?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-10 22:51:07 UTC Post #276535
How about "locking" the player inside 4 (or 6) func_wall_toggles instead of placing one "inside" the player?
Posted 14 years ago2009-12-10 22:54:35 UTC Post #276536
That or try releasing the player right before the level change is triggered.

I don't think this is related to locking the player in place, though. Try anyway and maybe we'll get lucky.
Posted 14 years ago2009-12-10 23:05:34 UTC Post #276537
Disco: yeah i tried "encaseing" the player in a func_wall_toggle cube, and a 2-wall cordon, but no change. = (

you're right it actually isn't. first, i tried triggering the "imprison" func_wall_toggle 5 seconds before the teleport, and then tried eliminating it altogether, but no change.. = (

Now i'm trying a named teleport that sends you to the change level, but i can't get the teleport to be triggerable by the MM, even with the "no client" thing checked.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-10 23:43:57 UTC Post #276539
I'm pretty sure being completely frozen is a level change error, not a problem with the walls.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-12-11 00:11:27 UTC Post #276541
Got it!

i removed the func_wall_toggle, and at a certain point, i just have a trigger targeting a mm. the entire area is covered with a trigger_teleport, which has a target of "xxx". After 4 seconds, the mm targets a trigger_changetarget, which gives the teleport the proper location, and everything works perfectly! (the teleport drops you into the trigger_changelevel)

So in essence, this gives you a delayed teleport and levelchange, and the player doesn't have to be in a fixed location.

trigger_changetarget = win..

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-11 01:08:13 UTC Post #276543
Sounds great! I just have a question: can't you activate the teleport through a master instead of changing its target? Just wondered.
Posted 14 years ago2009-12-11 04:38:39 UTC Post #276545
I thought the idea behind triggered teleports was a multisource.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-12-11 09:55:15 UTC Post #276547
can't you activate the teleport through a master instead of changing its target? Just wondered.
I guess both methods work. I prefer to use a multisource to make the t_t start disabled.
The Mad Carrot The Mad CarrotMad Carrot
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