Tavion Posted August 31, 2005 Share Posted August 31, 2005 Can you let a trigger_teleport also be an Func_door?? Link to comment Share on other sites More sharing options...
wedge2211 Posted August 31, 2005 Share Posted August 31, 2005 No. Brushes can only be part of one entity (trigger_, func_, or whatever) at a time. Also, teleports are dumb. Link to comment Share on other sites More sharing options...
riceplant Posted September 1, 2005 Share Posted September 1, 2005 I dunno, "The Force holds a great many secrets" - Luke Skywalker I think you can, however, move brushes (including teleports) using ICARUS. Link to comment Share on other sites More sharing options...
Tavion Posted September 1, 2005 Author Share Posted September 1, 2005 Yes but in one map dont know wich...there is an trigger teleport and its deactivated.???? Link to comment Share on other sites More sharing options...
riceplant Posted September 1, 2005 Share Posted September 1, 2005 (The quote in my last post was in responce to wedge saying teleports are dumb) You do realise that you can link a trigger_multiple to a target_teleport, and it will do practically the same as linking a trigger_teleport to a target_position. Alternatively, targeting a target_deactivate at a trigger deactivates it (big surprise there), and this may (haven't tested) work on trigger teleports. If it doesn't, you can still use it on a trigger_multiple, or call a disable function from ICARUS. Link to comment Share on other sites More sharing options...
wedge2211 Posted September 2, 2005 Share Posted September 2, 2005 You can always put a door in front of it. I just think teleports are awful in maps. For both realism and gameplay reasons. Link to comment Share on other sites More sharing options...
Tavion Posted September 3, 2005 Author Share Posted September 3, 2005 It will be an map for 6 players!! So...... but can you deactivate a trigger_teleport or not? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted September 4, 2005 Share Posted September 4, 2005 Yes, using ICARUS you can. Well, I am not sure about scripting in MP... hmm. Why not just use a trigger_once? That way the teleport can be used only one time, and then it will not work again untill the map is restarted. I think you can, however, move brushes (including teleports) using ICARUS. Yeah, I think you can move pretty much anything in ICARUS (single player... not everything in MP works :-\ ). I know I was moving and rotating EFX files around back in JK2 SP, which was pretty cool. Link to comment Share on other sites More sharing options...
riceplant Posted September 5, 2005 Share Posted September 5, 2005 It will be an map for 6 players!! So...... but can you deactivate a trigger_teleport or not? I believe I answered this (ok, so did luke), YES, using either ICARUS or a trigger_deactivate. Link to comment Share on other sites More sharing options...
Tavion Posted September 5, 2005 Author Share Posted September 5, 2005 Explane to me please?? Link to comment Share on other sites More sharing options...
riceplant Posted September 5, 2005 Share Posted September 5, 2005 You just target a trigger_deactivate at your teleport, and target some other trigger at your trigger_deactivate. When triggered, a trigger_deactivate deactivates all entities linked from it. A trigger_activate does the exact opposite, re-activating a trigger that's been deactivated. With ICARUS, you simply affect your trigger, and set SET_INACTIVE to true to deactivate it, or false to reactivate it. Link to comment Share on other sites More sharing options...
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