FAO : Sputnik - de_tain2 teleporty thingy.

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FAO : Sputnik - de_tain2 teleporty thingy.

Post by Bullet »

:D

HERE

:D

should be my teleport tester bsp.....9 rooms, each done with a diff texture so u can tell its a diff room, theres only 1 spawn point as its a test.....its in a large black chute, at the bottom is my teleporty changer thingy. at the end of each room is a AAAtrigger texture, walk into that and itll teleport u back into the chute.

jst join CT....itll take u 2 first room, walk back into teleporter....ull appear back in the chute, and drop down into a diff room each time :D

:thumbs:
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Post by Bullet »

you had a looky at this sput?....done it using the same method and tags etc i posted in the "great fun map" thread :thumbs:
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Post by Sputnik »

Sorry I've been meaning to but haven't quite managed to yet :D I'm pretty busy at the mo so anything that involves more than browsing doesn't get done :o I'll have a look today though!
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Post by Sputnik »

Nice, it works pretty well as far as I can tell :) I think it would have been a better way of doing Tain2, both in terms of fewer problems and entity usage, and would fit in fine for your allinone map (and mine if I make it :) ) I wonder how it would cope with people landing on it at exactly the same time (and so quickly that more than one person ends up at each destination), though, but depending on server lag it should be about as fool proof as it could be :)
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Post by Bullet »

:ok:

glad it works....afaik it shud cope with multiple ppl hitting it at once...even the split second should be long enough for it to re-target.......and it can hold 9 atm, simply ad more if u want more tele points.

and lol i used about 30 entities.....surley u used less than that?
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Post by Sputnik »

Heh, close to a hundred in the final version :o :lol:
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Post by Sputnik »

And yep, the split second should be fine, although sometimes multimanagers do lag. In my allinone map at least I'll have teleports that can only be entered one at a time though just to be sure :)
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Post by Bullet »

Sputnik wrote:And yep, the split second should be fine, although sometimes multimanagers do lag. In my allinone map at least I'll have teleports that can only be entered one at a time though just to be sure :)
yup thats what i one :thumbs:

altho for the knife on normal allinone he uses beams...which i still canny figure out how he uses them.

altho im now gonna use renders on my maps, aswell as beams for lightnin n lasers etc.....but the globals i dont understand.....altho multisources i now do so they wont be so confusing :D
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Post by Sputnik »

It's not really a case of selecting nice-sounding entities that you've not used yet and sticking them in the map, y'know :nuts: ;)

Use env_renders if you need to in order to create an effect you want and prefer them to an alternative method for some reason, but you may find that you can do the same with fewer entities in another way ;)

Globals are fairly tricky to get right, but once you've got the hang of them they're a great help and add another dimension to a game's mechanics :) (But are often unnecessary). On de_slit they're used for the computer-blowing-up bit, if you've played it. Basically they remember the value of a setting and can return it when something asks, so triggering something will do one thing if the global setting is such and such, and another if it's something else.

Be careful with beams on your map, as they are laggy. (They definitely contributed to de_blockwars lag :( ) To create a random event generator, the point you need to know is that if they target a number of identically-named targets the beam will choose one at random. If you're so inclined you can be a bit silly and make a visible random generator, like this in Blockwar ;)

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Post by Bullet »

o yeah thats summat i meant to ask u....in de_slit the texture for the computer is jst 1 texture....now how do u make animating textures.....cos i cant do it, if i try import a gif r summat into wally it dont allow it...and im 2 lazy to figure it out myself ;)

then what entity is the screen.....all i can think of it being is a button, and so like buttons when u press it it changes texture.... :?
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Post by Sputnik »

Work it out yourself :p Look for a texture types tutorial (on countermap maybe), or Wally even tells you when you paste a texture into a wad :p If you still can't work it out then I'll tell you ;) :p

And yes, it's a button :)
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Post by Bullet »

well i know wally tells u what things to put infront of textures....{ an ! and stuff.....(i didnt figure this outt ill after making CRO_Heat tho.....so thats y the railings werent see thru...DOH!) but that no help me much :?

and fine ill figure it out meself....bah....im meant to be lazy!
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Post by Sputnik »

Oh go on then :tongue:

The character for an animated texture is +, followed by a number 0 to 9. You use +0 for the starting texture, and then add however many more you need. I think the refresh rate is 1/10 of a second - I can't quite remember but that makes sense.
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Post by Bullet »

so u mean u put in like 5 diff textures.....called +0anim, +1anim, +2anim, +3anim, +4anim for example...then it reads em an makes em into 1 texture???

:?
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Post by Sputnik »

Bullet wrote:so u mean u put in like 5 diff textures.....called +0anim, +1anim, +2anim, +3anim, +4anim for example...then it reads em an makes em into 1 texture???

:?
You make the different textures, then any face with +0xxx will show the full set in sequence (in a loop).
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Post by PeaceBreaker »

cool ^^

i was just wondering sput, i spoke to you a while back concerning the spawn point next to the pipes and whether it was deliberate or not,

did you put it there to add a little excitement to the map's gameplay, cause' that's how i remember you putting it.
only asking because there was a little confusion the other day on whether it was a bug/exploit or feature
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Post by Sputnik »

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Post by PeaceBreaker »

lol ooops
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