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Posts with 'teleports':


Did you mean soft?

Truck
User
Truck
User
can i add text to the sky?
and.. how to make teleports in map
User
Superjer does it with teleports and trigger_changetargets

and after searching for one minute, I found this
http://www.twhl.co.za/vault.php?map=4908
User
SRAW said:
Injen said:
Well i want the timer to start as soon someone choose a team.
When everyone is dead, the wall starts all over again from the first point.


trigger_auto automatically triggers even if nobody is on the server, so you should put a trigger_multiple in this box that everyone spawns in, so when someone join they trigger it, then they fall into a teleporter that teleports them to the real spawn point.


It works, but not great :)
"Delay before reset" it's the problem now. If i set it to low and someone step on the trigger again the wall get stuck, and if i set it to high then it get some problem after respawn.
Alternative as you said, just place the trigger_multiple outside the map and make som teleports, but then i need a trigger_once. But there hav eto be a easier way to solve this?
User
Injen said:
Well i want the timer to start as soon someone choose a team.
When everyone is dead, the wall starts all over again from the first point.


trigger_auto automatically triggers even if nobody is on the server, so you should put a trigger_multiple in this box that everyone spawns in, so when someone join they trigger it, then they fall into a teleporter that teleports them to the real spawn point.
User
Down Rodeo said:
You'd possibly have to make the entire area the terrorist could be in a teleporter entrance and have it activated by the counter terrorist's teleporter. It's a bit of a setup challenge anyway.

I've not changed my answer, I think this is how you should do it. I think it is possible to trigger both teleports at once by using a trigger_multiple. Like, a trigger multiple in the same place as the CT's teleporter, which turns on both the CT and T teleporter. See?
User
HoV Black said:
no i want it to trigger the t to be teleported by the ct teleporting himself



so u are tryin to say that when the ct teleports u want the t to go as well too?
User
i am new in this forum so i wa reading and i wanted to make a map with teleports but when i went to entitys i couldnt find info_teleport_destination and i dont know why. if u can please help me i really appreciate it :D
User
ok i made my map , and compile went perfect so when i tested the map the first teleporter work but then when i go to the second spot where i want to teleport , it teleports me back to the first 1 and i names them all different but its not workin. and also when i make the bhop blocks to make them func_door and set the down they move left. help please
User
fedex _ said:
ryanli189 said:
Quote:
in the 35 HP maps u spawn in a box or something and u get hurt in it for 35 HP then it takes you down to the floor regularly...so u cant lose health. U probably did the hurt thing wrong

Quote:
1. Make a trigger_hurt OR game_player_hurt with a name like 'fred'. Set it to do 65 damage.
2. Make a multi_manager named 'game_player_spawn'. Have it target 'fred'. And check the multithreaded flag on the multi_manager (IMPORTANT!).


1.) Ok When you make a Trigger_hurt you go into the brushes properties and you click 'Name' and give it the name 'FRED' and then go to damage and set it to '65'

2.) then you click the entity button and find Multi_Manager and go to its properties and name it 'Game_player_spawn' and then click target and write 'fred.' and then at the top there are Tabs, click on the Flags and check Multithreaded.


Thats just a little more detailed then what SuperJer said but i also relized there is no 'Target' function on the Multi_manager...

Well im new here to help u but i think i know how maybe make a black room way on the out side of the map then on the ground of that make trigger_hurt and damage 65 after it touches it it teleports you to the spawn point u want!




ryan make sure you see how old this topic is , dont bring back old trucks to the top

Yo this problem isnt solved for other people so i might aswell make this post im not trying to be mean but yeah
User
ryanli189 said:
Quote:
in the 35 HP maps u spawn in a box or something and u get hurt in it for 35 HP then it takes you down to the floor regularly...so u cant lose health. U probably did the hurt thing wrong

Quote:
1. Make a trigger_hurt OR game_player_hurt with a name like 'fred'. Set it to do 65 damage.
2. Make a multi_manager named 'game_player_spawn'. Have it target 'fred'. And check the multithreaded flag on the multi_manager (IMPORTANT!).


1.) Ok When you make a Trigger_hurt you go into the brushes properties and you click 'Name' and give it the name 'FRED' and then go to damage and set it to '65'

2.) then you click the entity button and find Multi_Manager and go to its properties and name it 'Game_player_spawn' and then click target and write 'fred.' and then at the top there are Tabs, click on the Flags and check Multithreaded.


Thats just a little more detailed then what SuperJer said but i also relized there is no 'Target' function on the Multi_manager...

Well im new here to help u but i think i know how maybe make a black room way on the out side of the map then on the ground of that make trigger_hurt and damage 65 after it touches it it teleports you to the spawn point u want!




ryan make sure you see how old this topic is , dont bring back old trucks to the top
User
Quote:
in the 35 HP maps u spawn in a box or something and u get hurt in it for 35 HP then it takes you down to the floor regularly...so u cant lose health. U probably did the hurt thing wrong

Quote:
1. Make a trigger_hurt OR game_player_hurt with a name like 'fred'. Set it to do 65 damage.
2. Make a multi_manager named 'game_player_spawn'. Have it target 'fred'. And check the multithreaded flag on the multi_manager (IMPORTANT!).


1.) Ok When you make a Trigger_hurt you go into the brushes properties and you click 'Name' and give it the name 'FRED' and then go to damage and set it to '65'

2.) then you click the entity button and find Multi_Manager and go to its properties and name it 'Game_player_spawn' and then click target and write 'fred.' and then at the top there are Tabs, click on the Flags and check Multithreaded.


Thats just a little more detailed then what SuperJer said but i also relized there is no 'Target' function on the Multi_manager...

Well im new here to help u but i think i know how maybe make a black room way on the out side of the map then on the ground of that make trigger_hurt and damage 65 after it touches it it teleports you to the spawn point u want!
User
what I want is that the CTS pass through a point, and T are teleported to certain points as if they had touched the trigger_teleport, I only put as an example what I said before to get an idea of what could be done as a kind of teleports through spawns ..

because I want to do this?

is because I am doing a project with some friends for a L4D mod in counter strike, and to the campaigns, I need the T (bone the zombies) they are teleported to as close as possible from the CT, in this case would come survivors being
leif92 said:
2. How do I make a clip brush?

Like KD said, just make a normal brush and texture it with the CLIP texture.
leif92 said:
5. When I'm in mapping mode I would like find out fast how to make things

Well, decompiling the map will often produce something that will take longer for you to decipher than it would to get the answer here.

leif92 said:
1. How can I make my own skybox, want to make me a mario skybox since can't find anyone and just look to stupid on a mario map with a normal sky box :P

This:
superjer said:
You want to make your own skybox?
http://www.planetside.co.uk/terragen/

Or you just want a standard night-time one?
In Hammer, got to Map->Map Properties... and set environment map to "night" or another valid skybox name. Here are some CS sky names:

2desert
desert
backalley
badlands
blue
city1
cliff
cx
de_storm
Des
doom1
DrkG
dusk
forest
green
grnplsnt
hav
morningdew
office
show
showlake_
tornsky
TrainYard
tsccity_


leif92 said:
3. Can you turn teleports On and Off?

Yes, just make a button (or whatever you want) and name it e.g. 'button', then in the trigger_teleport write 'button' in the Master field.
User
Hi, just want to ask a few questions

1. How can I make my own skybox, want to make me a mario skybox since can't find anyone and just look to stupid on a mario map with a normal sky box :P

2. How can I make a wall I can shoot and throw nades true but dont run true it?

3. Can you turn teleports On and Off?

4. How can I can se the water from the sides? When I create it and dont got any object around it its invisible and can just se the texture from the top, not from the sides if you understand me.
Think it would been cool for portals.

5. Do you know of any programs so I can open .bsp files. No dont to steal their map, but maby how they have made some of the advance things on their map, that I dont have a clue to make my self.

6. How can I import my own sounds to valve hammer?

Everything if for Valve Hammer Editor 3.4 SDK
Truck
User
I said maxed or one point off maxed. The FHR is one point off maxed. I don't understand why you even brought that up. The FCR comes from the fact that I never count the last breakpoint in the list because it is generally thought of us unachievable whilst wearing useful equipment. Similar to not counting ridiculous bps like 4680%...

Although my FCR does in fact commonly go to max anyway as I commonly wield wizard spikes and such when crashing through easy sections of the game. Or at least I used to before I made my Sorc who teleports faster than a FCR pumped Assassin when I'm drunk and she's naked.

My IAS, which you didn't even bring up... IS maxed... I think... usually? Honestly, IAS for traps is extremely difficult to understand, but I'm fairly certain I'm at max with BoS on whether I'm wielding Spirit of the Claws. I'm not even totally sure whether or not your weapon type changes your trap laying speed...
User
Ty for the suggestion, ill probably put multiple small sky boxes and teleports to different rooms.
I should think so... I didn't mean what I wrote and then crossed out. I meant what I didn't cross out.

btw this looks like it would be kind of hard to set up if you wanted it to heal you at the beginning of the round... You'd have to make the healing doors and player spawns outside, trigger the doors first and then trigger teleports that would teleport the players to the map or something like that. Or is there an easier way?
Truck
User
Hey um how do you get cylinders to be like a pipe laying down on the ground whenever i make them they are always standing up. I tried the flip buttons flip horizontally/vertically they didn't work... (A solid pipe I guess)



Also how do i get teleport to work it is trigger_teleport is it not?
everytime i use it it'll teleport me but it teleports me above my map and drops me onto my sky....
Truck
But if a player passes through this at any time he'll receive the weapons as well, won't he? I think you have to include teleports... Or do some complex multisource work.
Or maybe just put this all high enough to not be reachable later on.
User
seanmac said:
1. Is there a way to make a button unusable after is has been pressed until all the rounds have been reset. I mean if its been pressed in round number 3, no one can press it the rest of the game. Can a mod do this if the map can't?

2. When using trigger_push to push somebody through a game_player_equip, is there a way to deacticate one game_player_equip and activate another. ex. Someone runs through the game_player_equip and gets an awp, but 1 second later another person runs through the same place and gets an M4, the third gets a deagle ect.

3.If the above isn't possible, how do I make an area where once one person passes through it, nobody else can pass through.

4. How do I make a 1 of 4 doors open 20 seconds after a round has started, only one opens per round and its random?

5. Is it possible for a trigger to make a bombzone so none of the terrorists spawn with a C4 and I can put 1 C4 on the ground?

Thats all for now.


1. The map wont be able to do it, a mod should be able to, amxx is easy and u can count the rounds that passed and then make func_button unusable

2. Make the trigger_multiple to target the game_player_equip and a trigger_changetarget, when ever somebody passes through, the trigger_changetarget makes the trigger_multiple target a different game_player_equip

3. A trigger_mutliple and it targets maybe a func_wall?

4. multimanager does the counting for the doors, and a trigger_multiple at the player spawns(u probably need to have the players teleport to their intended starting points), im not sure how to randomize things, but u could assume that if the server isnt full of players, the trigger_multiples could trigger_changetargets(ie 2 trigger_multiples, one targets Ian, the other targets SRAW, if u have only 1 person in the server, u will randomly at the start of the round spawn at any of these two points and cause it to do different stuff).

5. Hmmm, terrorist team, teleports, weapon_strips, game_player_equip sounds like the answer, and a amoury_entity
User
maybe ur map contains teleports or something else, that the bots are too dumb to traverse?
User
Those are the last two questions I am going to ask, I swear.

First question how do I apply decals on the map.. You know if I want to put lets say.. Thanks to Superjer.com on a wall [of course I am going to have to make a picture of that (sprites?)].

And last but not least, how do I make an overview for my map?
(even tho there are some teleport areas that teleports a person to a different place in the grid; in hammer).


Thanks in advance.
Ah now I see that there is a problem with my method because apparently the trigger_once does not reset every round so it will hurt the players only the first round (a very unwelcome handicap in the cs code apparently ).
And since the trigger_once doesn't have an on/off state you can't reset it with trigger_relay each round.
So that makes the map a little tougher to make (now I see why the original one uses teleports).

Now I see two possible ways of making this map:

One includes a complicated combination of a multisource, trigger_multiples, trigger_relays and a func_door (no, I'm not joking, you need an inaccessible func_door - with it and a trigger_relay you can reset an entity's state at the beginning of a round). I would not suggest using this one because it gets too complicated fast so I won't even explain it.

The other is making separate rooms (inaccessible) with trigger_multiples and trigger_teleports. This is how it's probably done in the original map and this is what I'll use in the example map.

EDIT: all this teleporting is tougher than I thought. You have to make a trigger_teleport under every single spawn point and I'm getting a lot of worldspawn deaths when I play with a lot of bots for no apparent reason.
User
okay

1) clip brushes are normal brushes that are textured with clip on all sides...u can find them in your .wads. type CLIP in your search thing in the texture window. so when u have a clip brush, its a brush that when compiled in a playable map, will be invisible but will block players from going through it, but it will allow bullets and grenades to go through....

2) like Down Rodeo said earlier, entities arent team based so u cant have one teleport entity that teleports cts and ts to different places. best thing to do wud be that u make a spawn area.....separate the ts and cts with a clip brush and make identical teleport doors on both ends. then you can get them to teleport to their respective positions in the 'fighting arena'.


-to change teleport targets all you have to do is open the properties of ur teleport brush and change the 'target' to the name of ur teleport destination entity.....

hope that solves youre problem.
User
Hey guys,

I have three things that I can't do that I would like to ask for your help with.

1. How can I make a passage (maybe a door) that teleports me to somewhere else (just like the ones in fun_allinone.bsp; where a people goes into passages that takes them to different "mini maps").

2. Also just like fun_allinone how can I make a person when they go through a passage they get a weapon (lets say, for example, an awp).

3. And finally, how can I make 1 passage (just like the ones above), that when a people goes through it they die.

Extra thing (would be fun/useful if you tell me how to do it): How can I make people get boosted to the teleport area (well very similar to fun_allinone).

Thanks in advance.

,
Well...that's just it...my my map is small (kind of like iceworld)....and teleports?...hell i don't even know how to make one:))...the thing is it's small, it's indoor, dosen't have "teleports", "guns on the ground", not eve windows :))(only a small opening on the roof (wich i filed with sky texture) , but that's it, the players are not close togheter....Wy won't it work? (i made the map really detailed with brushes but I don't thing that's the cause)

PS : the map is 36 players...can this be a problem?...i've tried puting just 2vs2, but now my map dosen't work at all, it compiles, and evrything, but when i load it up, it dosen't want to work at all, not just with bots, but not even real players...DAMN!
User
See the bots can't just use a map, they have to learn it to know where to go. If you have a really big map or one with wierd teleports or something, the bots have alot to process, which might be the reason it crashes
User
trigger_teleport teleports you immediately. But the whole idea was to have it teleport after 25 seconds, so it was set to 25 sec delay. That creates a new problem: All the players in the room will be teleported to the same spot at the same time. The solution was supposed to have many different teleports (where each one was too small for two people to fit in). BUT THEN THERE IS ANOTHER PROBLEM: If there are many trigger_teleports that have 25 second delay, you have time to walk around. Each time you enter a new trigger_teleport, that brings the 25 sec delay BACK TO ZERO.

That said, I do not think this is a possible thing to make, or at least not practical.
User
I don't understand. Do teleports teleport you instantly? Or is there a bit of a pause before you jump? If the former, then there shouldn't be a problem. If the latter then could you not implement some kind of brush to stop you moving, then allow the teleports to do their thang?
User
True...
OK how about divvying up the floor into many brushes, all of them teleports, and then having them go to different entities? (Or can you set multiple destinations for a single teleport?)
wtf.....i do everything that im supposed to do to make a teleport. i tied the entity to the block i made then i made a info tele dest. but still doesnt work!!! My trigger puishes work but not my teleports sum 1 help. o and whenever i start the game it doesnt show how much money i have and it doesnt give me a knife and pistol when i spawn....why...
what if you make a map that is in a very big internet-cafe ?
and you can push a button on the computers that teleports you to a nother place :D

and there would be a computer that has porn on it and if you stay there for more than 4 secs then you get half of your hp down

User
probably you forgot to set it to additive

i know the map , maybe its env sprite

i once wanted to do something similar to that , that you make several rooms connected by teleports , each with diferent weapons . in fun_allinone you get weapons instantly when you teleport in a room , and dropp the weapon in the next round , but not instantly a few seconds pass before you drop your weapon , the others said that it can't really be done in hammer

but i think it can be done somehow if you trigger some player equips right

since then i learnd a lot so maybe ill try to do it again
User
ok so i know how to make a teleporter...and im guessing to use env_glow ... but im probably wrong since when i test map the glow shows up and teleports me....but theres black box around the glow...and yeah i dont want it...so how do u make like a glowing light that teleports you like in fun_allinone ? please help
Truck
User
The finisher was actually kinda grayish. It looked "like" a skeleton, but was fairly obviously carved out of some kind of rock. It had some rough edges on it. The cloak was long enough to touch the floor and a very faded purple, and the spear looked like it was made out of the same thing as the skellington. My closest approximation as to what the spear looked like is a yari (a kind of spear) made out of stone. Like the Finisher, the spear was somewhat unpolished. It had nothing on it whatsoever in the dream, but if you want to tie a ribbon around it somewhere I'm not going to complain. Coso WAS dusty though, being out in the desert and all.

It also had what looked like bandages wrapped around it's forearms, shins and feet, and around it's skull. I don't really know what those were for... It had no clothes other than those bandages and the cloak. Come to think of it, I can't figure out why it had the cloak either. It had no obvious use for it. I suppose nobody ever said it had to make sense. It didn't have any missing teeth or bones or anything, it was in good condition.

Also... the "spear that could teleport" was one of those awkward sentence problems I mentioned at the beginning. The SPEAR doesn't teleport. The Finisher teleports.
User
I added teleports under each of info_player and made theyr targets in playing area. than I add change_targets for all of teleports to change theyr destinations to the different side of playground but I don know, how to turn theese changetargets on every second round.
Please don't ask me to download your map awp_lsb because there is too many spawns and weaponstrips and leaches and I don't know what else and its unposible to follow just the idea of changing spawns. I analysed that part to part but without solution..
Truck
User
how about a buttong that activates a trapdoor that leads you to a floor that teleports you somewhere?
Truck
User
no i wont a button that teleports you some where
Truck
User
You mean a button that teleports you somewhere?
Truck
User
This has been asked many times. Please use search.

Get the expert .FGD first:
http://www.superjer.com/fgd.php

Then read this:
http://www.superjer.com/forum/teleports.php
Truck
User
how you make teleports


am a noob
User
i want to make a glow for my teleporter the one that looks like a ball of lightning but idk witch 1 it is . i put an env_glow at my map but i have a problem with it , when i play my map the glow is there but its in a black frame i tried setting the render mode to solid and the render fx to 255 but the frame is still there i tried other stuff but nothing seems to work btw that env glow doesn't look the way i want it to so i just want to know how to put that usual teleporter look ( the ball lightning thing )


oooh yeah and i forgot to ask another thing i set the teleporter to make a sound when it teleports but it doesn't make any sound what so ever

Thnx for your replys
User
well i made 1 fun_ map with 3 separate rooms connected by teleports the first one is ( sould be ) with awp & deagle , the second ONLY with he grenade the third only with knife now the problems are :

1 - it being a single map the player_equip affects all spawnpoints not just the ones in the room.
2 - i want to make it so that in each room there is a teleporter that takes you to the other rooms so you can go back and fourth as you please so if i could fix the first problem i would need them to automatically drop the equipment from the other room after teleporting
3 - (i think this is stupid but ill ask anyway ) i put spawnpoints only in the first 2 rooms and i have 32 of them 8 in a room ( for 1 team) and i was thinking that if like only 12 people are playing then they can all spawn in a single room...i would like the spawnpoints to be balanced so that they won't all spawn in the same room but would be divided equally in the 2 rooms so instead of 6 of them being in a single room they would be 3 -3 of them in the 2 rooms ( hope i expressed my self clearly so you can understand my stupid problems )

if anyone has some usefull info ( or any kind don't be shy ) for all this shit i have been asking then pls reply .. or if they can't be done then pls help me with some kind of alternate way to finish this map ..Thnx for your time
Truck
User
how the hell do i add teleports that will teleport me somewhere ?
im really pissed, if you can so PLEASE do screenshots, i will give u cookie! thxx
Hey, I don't know why it keeps doing this. I made a info_target and clicked on name and input Room for the name. Then I made a block, clicked the ToEntity button, made it a trigger_teleport and put Room in the white box where it asks for target and I typed in Room. When I play the map and I step where the box was, it teleports me to middle of the map, the exact middle ( I centered the map on the origin), I have messed with it and can't get it to teleport where I want it to.


Also, I couldn't get it to work so i tried to make a vent to shoot them up instead, how would I insert in air current? Or would I need the push trigger, I tried that too. If it's possible i'll add some screenshots. I would now but I don't know how to add them to a forum post.

Thanks for reading!
User
no if no name or incorrect name it teleports nowhere i believe its just a bruch that doesnt do anything :P

i made a surfmap my self and they r really hard to compile :/
User
I can now see the map, teleporters works, NO lag, everything works but! The teleporters, teleports me to a diffrent place, i did set target and everything. But when i walk into a teleporter i just end up somewhere in the map.


Thank's for all you're help, you own!


Oh, by the way would you happen to know how to spawn weapons? Most surf maps got a weapon room. And it's hard to have a weapon room with no weapons :P.
User
I'm not sure what it is, I'm not that *Great* at english, Oh and the name of the map might sound weird.. Well this is how the map, " CT/T spawns in the air (like 1hp), either CT/T's can kill eachother =) (There is loads of boxes in the middle *Like boxwars*)or find the *Secret* room wich teleports the character to a tower.

Where you surf down and at the end of it you're supposed to jump in a tunnel * Like surf_water-run *, then you get teleported to a room where you can either choose to go back to the CT/T spawn or to a place with some guns.


Anyways, who cares about what the map is about, Here's what it says:

Here's some pics. Not sure if they are needed, if they are they're here.

Top:


Front:



The side looks just like the top anyway's so who cares about that.

*******This map worked BEFORE i added a few things, like teleport places, a ladder , a sky.


Tell me if you need any file to make it work.

****I'm new to this, this is my first map****

Oh, by the way! is there any good WADconverter? (not for sprays) I'm going to add some credits and that, or is there any other way to do this? The spray wadconverters makes the picture too small to even see a word lol.


hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg surf_25hp
Entering surf_25hp.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%...Error: Entity 226
, Side 0: plane with no normal

Error: plane with no normal
Description: The map has a problem which must be fixed
Howto Fix: Check the file ZHLTProblems.html for a detailed explanation
roblem

Error: Entity 227, Brush 0, Side 0: plane with no normal
(0.27 seconds)

----- END hlcsg -----

*SNIP*


Thanks anyway's!
User
make teleports and make the floor in different sections so not all teleporters go to the same place cause than everyone will get stuck in eachother.
User
ok i worked on my map for a looooong time and compiled in valvehammer that worked. but when i compile it in batch compiler it just wont work. there are a lot of teleports in it and when i delete them it compiles perfectly but i need the teleports and i dont want em deleted!!!

What can i do to fix this???????



Log:

Error: Exceeded MAX_SWITCHED_LIGHTS
Description: The maximum number of switchable light entities has been reached
Howto Fix: self explanitory