following an earlier post.
for resetting stuff...rather than using the doors which everyone else uses.....i use trigger_auto, it activates once at the start of each round.
as for changing textures....is that done with func_wall_toggle or is there some other way?.....or changing the render of a texture from say normal to flicker (so the texture looks the same as the light that is next to it) so that when u turn the light on, it and the texture both flicker...
only thing ive ever used func_renders on is chickens....like on italy, but like on italy i got the problem that some rounds they didnt re-appear....
i aint got a ferkin clue about beam entities (which is what is used to make ppl spawn in diff pits on fun_allinone knife part....if there r many ppl then it starts going back thru the pits...personally i would jst used a helluba lot of targetchangers to redirect the teleporters.)
actually that last bit gave us an idea for de_tain2 choppa teleporters.....
to make sure no 2 ppl teleport to the same spot......either use beams (if u get it?) or this method.....altho its feckin complex.
18 target changers, trigger multiple...1 trigger_teleport and 9 teleport_destinations, 9 multi-managers
prepare for worlds longest explanation...(if u dont have a clue what were on about.....dont bother wasting ur time reading, ull fall asleep)
make the bottom of the chute 1 big trigger_teleport (r whatever it is), name tele, target nothing
then another thin trigger_multiple above that..as thin as possible, name changer, target c1m. wait - 0
name the destinations d1, d2, d3, d4, d5, d6, d7, d8, d9
multimanager, name c1m, extras : cc1 - 0 ; c1 - 0
targetchanger, name cc1, target changer, newtarget c2m
targetchanger, name c1, target tele, newtarget d1
multimanager, name c2m, extras : cc2 - 0 ; c2 - 0
targetchanger, name cc2, target changer, newtarget c3m
targetchanger, name c2, target tele, newtarget d2
multimanager, name c3m, extras : cc3 - 0 ; c3 - 0
targetchanger, name cc3, target changer, newtarget c4m
targetchanger, name c3, target tele, newtarget d3
multimanager, name c4m, extras : cc4 - 0 ; c4 - 0
targetchanger, name cc4, target changer, newtarget c5m
targetchanger, name c4, target tele, newtarget d4
multimanager, name c5m, extras : cc5 - 0 ; c5 - 0
targetchanger, name cc5, target changer, newtarget c6m
targetchanger, name c5, target tele, newtarget d5
multimanager, name c6m, extras : cc6 - 0 ; c6 - 0
targetchanger, name cc6, target changer, newtarget c7m
targetchanger, name c6, target tele, newtarget d6
multimanager, name c7m, extras : cc7 - 0 ; c7 - 0
targetchanger, name cc7, target changer, newtarget c8m
targetchanger, name c7, target tele, newtarget d7
multimanager, name c8m, extras : cc8 - 0 ; c8 - 0
targetchanger, name cc8, target changer, newtarget c9m
targetchanger, name c8, target tele, newtarget d8
multimanager, name c9m, extras : cc9 - 0 ; c9 - 0
targetchanger, name cc9, target changer, newtarget c1m
targetchanger, name c9, target tele, newtarget d9
now even tho i have jst torn my mind apart thinking that thru to make sure ive got something which could actually work....im fairly certain it should work.
it will also reset itself....so it goes in a continuous loop of 9 destination points (i doubt all 9 ppl will still be stood where they appeared by the time a 10th person makes it down....u can always add/take some on/off)
only concern is that the triggers will either reset 2 quickly and jst 1 person going through it will change it 9 times exactly...and everyone will spawn in same spot....or itll get triggered so many times in such a short period of time itll crash
still.....try it if u want, jst make a test map with the choppa area and the grid where ppl come down.....and that lot....
theres 38 entities there
and 1 helluba lot of work
(actually compared to my fun_Allinone copy its pretty simple
)
so i doubt u will....and using beams would be much easier, but i wont be able to say ought about that till i figure them out myself
now im tired of typing and thinking and am going to collapse......