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teleporters like in revelations

HOT
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Created 7 years ago
by AdvancedDecay
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basically I'm creating a multi dimensional type map like revelations and I just wanted to know how would I got about making a door way teleporter with a nice teleporter effect in the doorway like in revelations... I thinkit would use a trigger radius and when touched it teleports you to the receiving end but I don't know nything at all tbh and I really need some help... a detailed tut and or guide is helpful thanks people

EDIT: I also need to have multiple in the map so nacht is the main room in the middle so I need to have four doorway Teleporters in nacht leading to different areas and when I come back through one area ( lets say ( buried ) ) for example and I walk through the ( buried ) doorway teleporter it takes me back to nacht
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create a trigger_multiple and give it a targetname e.g. "tp_first_room"
add a script_origin and give it a targetname e.g. "nacht_spawn"

add this under maps\_zombiemode::main(); in your mapname.gsc
Code Snippet
Plaintext
thread rev_teleporter();
add this function at the button of the file
Code Snippet
Plaintext
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ("tp_first_room","targetname"); //Define the Teleporter-Trigger
nacht_spawn = getEnt ("nacht_spawn","targetname"); //Define the Spawnpoint
thread teleporter_on(tp_trigger_spawn_room,nacht_spawn); //Thread the tp function with both
}

teleporter_on(trigger,spawn)
{
while(1)
{
trigger waittill( "trigger",player );
player setOrigin( spawn.origin );
}
}
To add a new tp to the script you only have to add the new trigger and the new script_origin into the first function like this
Code Snippet
Plaintext
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ("tp_first_room","targetname"); //Define the Teleporter-Trigger
nacht_spawn = getEnt ("nacht_spawn","targetname"); //Define the Spawnpoint
thread teleporter_on(tp_trigger_spawn_room,nacht_spawn); //Thread the tp function with both

tp_trigger_mob = getEnt ("tp_mob","targetname");
first_room_spawn = getEnt ("first_room_spawn","targetname");
thread teleporter_on(tp_trigger_mob,first_room_spawn);
}
I think it's not too hard to understand how you add new teleporters.
If you have more questions just ask.
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create a trigger_multiple and give it a targetname e.g. "tp_first_room"
add a script_origin and give it a targetname e.g. "nacht_spawn"

add this under maps\_zombiemode::main(); in your mapname.gsc
Code Snippet
Plaintext
thread rev_teleporter();
add this function at the button of the file
Code Snippet
Plaintext
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ("tp_first_room","targetname"); //Define the Teleporter-Trigger
nacht_spawn = getEnt ("nacht_spawn","targetname"); //Define the Spawnpoint
thread teleporter_on(tp_trigger_spawn_room,nacht_spawn); //Thread the tp function with both
}

teleporter_on(trigger,spawn)
{
while(1)
{
trigger waittill( "trigger",player );
player setOrigin( spawn.origin );
}
}
To add a new tp to the script you only have to add the new trigger and the new script_origin into the first function like this
Code Snippet
Plaintext
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ("tp_first_room","targetname"); //Define the Teleporter-Trigger
nacht_spawn = getEnt ("nacht_spawn","targetname"); //Define the Spawnpoint
thread teleporter_on(tp_trigger_spawn_room,nacht_spawn); //Thread the tp function with both

tp_trigger_mob = getEnt ("tp_mob","targetname");
first_room_spawn = getEnt ("first_room_spawn","targetname");
thread teleporter_on(tp_trigger_mob,first_room_spawn);
}
I think it's not too hard to understand how you add new teleporters.
If you have more questions just ask.

YOUR A PERFECT PERSON ILL TRY THIS NOW


I LOVE YA MAN CAN I PLAY THE REVELATIONS FX FOR THE TELEPORTER DOORS
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I LOVE YA MAN CAN I PLAY THE REVELATIONS FX FOR THE TELEPORTER DOORS
You can create a scrolling Texture for the door instead of playing a fx on all of them.
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create a trigger_multiple and give it a targetname e.g. "tp_first_room"
add a script_origin and give it a targetname e.g. "nacht_spawn"

add this under maps\_zombiemode::main(); in your mapname.gsc
Code Snippet
Plaintext
thread rev_teleporter();
add this function at the button of the file
Code Snippet
Plaintext
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ("tp_first_room","targetname"); //Define the Teleporter-Trigger
nacht_spawn = getEnt ("nacht_spawn","targetname"); //Define the Spawnpoint
thread teleporter_on(tp_trigger_spawn_room,nacht_spawn); //Thread the tp function with both
}

teleporter_on(trigger,spawn)
{
while(1)
{
trigger waittill( "trigger",player );
player setOrigin( spawn.origin );
}
}
To add a new tp to the script you only have to add the new trigger and the new script_origin into the first function like this
Code Snippet
Plaintext
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ("tp_first_room","targetname"); //Define the Teleporter-Trigger
nacht_spawn = getEnt ("nacht_spawn","targetname"); //Define the Spawnpoint
thread teleporter_on(tp_trigger_spawn_room,nacht_spawn); //Thread the tp function with both

tp_trigger_mob = getEnt ("tp_mob","targetname");
first_room_spawn = getEnt ("first_room_spawn","targetname");
thread teleporter_on(tp_trigger_mob,first_room_spawn);
}
I think it's not too hard to understand how you add new teleporters.
If you have more questions just ask.

also I done exactly what u said and when I step in the trigger multiple on my map it doesn't teleport me at all it does nothing are u sure I would use a trigger multiple
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also I done exactly what u said and when I step in the trigger multiple on my map it doesn't teleport me at all it does nothing are u sure I would use a trigger multiple
I'm pretty sure. I haven't tested the script because i'm not at home. You can try this out and see how it works: And CHANGE your script_origin to a script_struct
Code Snippet
Plaintext
 rev_teleporter()
{
tp_trigger_spawn_room = getEnt ( "tp_first_room" , "targetname" ); //Define the Teleporter-Trigger
spawn = getstruct ( "nacht_spawn" , "targetname" );
tp _trigger_spawn_room waittill ("trigger", who);
who setOrigin (spawn.origin);
}
Last Edit: December 08, 2016, 09:01:18 pm by fanmagic
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I'm pretty sure. I haven't tested the script because i'm not at home. You can try this out and see how it works: And CHANGE your script_origin to a script_struct
Code Snippet
Plaintext
 rev_teleporter()
{
tp_trigger_spawn_room = getEnt ( "tp_first_room" , "targetname" ); //Define the Teleporter-Trigger
spawn = getstruct ( "nacht_spawn" , "targetname" );
tp _trigger_spawn_room waittill ("trigger", who);
who setOrigin (spawn.origin);
}

do I replace this :
rev_teleporter()
{
   tp_trigger_spawn_room = getEnt ("tp_first_room","targetname");   //Define the Teleporter-Trigger
   nacht_spawn = getEnt ("nacht_spawn","targetname");            //Define the Spawnpoint
   thread teleporter_on(tp_trigger_spawn_room,nacht_spawn);      //Thread the tp function with both
}

With This : 
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ( "tp_first_room" , "targetname" ); //Define the Teleporter-Trigger
spawn = getstruct ( "nacht_spawn" , "targetname" );
tp _trigger_spawn_room waittill ("trigger", who);
who setOrigin (spawn.origin);
}
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do I replace this :
rev_teleporter()
{
   tp_trigger_spawn_room = getEnt ("tp_first_room","targetname");   //Define the Teleporter-Trigger
   nacht_spawn = getEnt ("nacht_spawn","targetname");            //Define the Spawnpoint
   thread teleporter_on(tp_trigger_spawn_room,nacht_spawn);      //Thread the tp function with both
}

With This : 
rev_teleporter()
{
tp_trigger_spawn_room = getEnt ( "tp_first_room" , "targetname" ); //Define the Teleporter-Trigger
spawn = getstruct ( "nacht_spawn" , "targetname" );
tp _trigger_spawn_room waittill ("trigger", who);
who setOrigin (spawn.origin);
}
Yes and you can uncomment the  telepoter_on () function for now untill it works.
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I'm pretty sure. I haven't tested the script because i'm not at home. You can try this out and see how it works: And CHANGE your script_origin to a script_struct
Code Snippet
Plaintext
 rev_teleporter()
{
tp_trigger_spawn_room = getEnt ( "tp_first_room" , "targetname" ); //Define the Teleporter-Trigger
spawn = getstruct ( "nacht_spawn" , "targetname" );
tp _trigger_spawn_room waittill ("trigger", who);
who setOrigin (spawn.origin);
}

on this line : tp _trigger_spawn_room waittill ("trigger", who);
I get a bad syntax error so could u look at this please and also if anything needs changing I suppose it will affect this line :
who setOrigin (spawn.origin);

Double Post Merge: December 08, 2016, 09:14:11 pm
Yes and you can uncomment the  telepoter_on () function for now untill it works.

why do I need the teleporter on function as I want the portals to be available as soon as the map starts

Double Post Merge: December 08, 2016, 09:17:58 pm
Yes and you can uncomment the  telepoter_on () function for now untill it works.

I fixed the bad syntax but it still don't work it will load in game but wont teleport me

Last Edit: December 08, 2016, 09:17:58 pm by AdvancedDecay
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there is a space in the name: there is tp _trigger... instead off tp_trigger...
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there is a space in the name: there is tp _trigger... instead off tp_trigger...

I fixed that but it still doesn't even teleport me
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i'll send you the working script tomorrow after i tested it, ok?
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i'll send you the working script tomorrow after i tested it, ok?

could u do it now please I need it by tonight

IM BEGGING YOU

Double Post Merge: December 08, 2016, 09:40:07 pm
i'll send you the working script tomorrow after i tested it, ok?

I don't mind keep telling u of any problems... until we get this working
Last Edit: December 08, 2016, 09:40:07 pm by AdvancedDecay
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could u do it now please I need it by tonight

IM BEGGING YOU
Sry men. Currently im too tired to think about the problem. I have to sleep a bit and then i will send you the script instantly.
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Sry men. Currently im too tired to think about the problem. I have to sleep a bit and then i will send you the script instantly.

whats ur steam what time is it where u are how long till u wake up??

 
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