#Trigger_teleport issue
1 messages · Page 1 of 1 (latest)
addoutput doesn't work like it did in s1
Oh I see. Is there an alternative?
Or would I have to make a seperate TP for each minigame
no
Okay how does it work?
I can't explain to you how addoutput works right now,
but maybe a workaround could be filters or enabling / disabling teleports on top of eachother
Yeah, sounds like I'll have to make 2 teleporters for each minigame. Rough but doable. Thanks
don't forget point_teleport exists lol.
What would that do?
place a named point_teleport at any destination, when you press the button / whatever
onpressed > name of point_teleport > teleport
ai_changetarget
could be worth setting the entity to teleport to !activator or something idk, or use that ^
I mean, you could set the entitytoteleport in the point_teleport to !player
just purely out of curiosity, why are you using that over a point_teleport which would do the same thing?
I think that is perfect! Thanks I'll take a look
Well would point_teleport teleport all players or just the one pressing the button?
it teleports who you tell it to
if you tell it to teleport !activator, it teleports the activator
i dont know what you mean
Yeah everyone in the trigger will be teleported as soon as the ai_changetarget activates
that will be perfect
no, the ai_changetarget just changes the destination keyvalue
the teleport still needs to be activated
Right yeah, that makes sense. So instead of the 2 addoutput outputs. I'll activate 2 changetargets for each minigame
technically, i should say the target keyvalue
@abstract merlin this is what I meant.
have however many point_teleports you want
i'm almsot positive !player would target every player on the server.
ok but how does that change the target kv
I mean you could just incorporate a way for it to target a particular point_template
idk, just trying to explain what I meant because i don't think I did lol
this is my use case, one big trigger_teleport across the whole bhop arena, everytime the player finishes a section, the target kv is changed to the start of the new section
yea, so each time a player finishes a section im guessing they touch a volume which fires something
could just have that trigger fire to any point_teleport on the map > teleport
the teleport needs to change each section
sure you could have a convoluted system of logic_case and a math_counter or whatever
yea, makes sense.
but who has time for that
yea was gonna say that
na logic_ case and math counters are my bread and butter lmao
or branches
Also another small issue. Can info_player_terorrists not spawn above a trigger_teleport anymore?
that's good tho, for that use case I'll keep that in mind. I didn't think it was actually in the fgd
It seems they fall through
I started using relays so much that it's my default entity
maybe just have an invis texture that disappears when they spawn
so they have something to spawn onto before they fall into the teleporter
put them in the trigger
Hmm alright I'll try it
or use a trigger_multiple and a point_teleport
The teleporter works fine, but the 7 second countdown seems to mess with things
if only event_listeners werent broken ...
api can't come soon enough.,
yes its not in the fgd
as you can see by my screenshot, all the kvs are red, meaning you must manually input them
it will still work though
NewTarget is the trigger_teleport I assume?
target is the entity whos kv you want to change
newtarget is the new value of the entitys target keyvalur
Such an odd solution, but alright lets see
Testing now
Alright worked flawlessly
Thanks a bunch!
Can you equip weapons just like in S1 in Source 2 now as well?
glad to be of service, feel free to leave any change you have in the tip jar
kinda
they added game player equip back with the ws update but its janky af
best solution is to fire give weaponname to a point servercommand
and kill every weapon entity first so the player actually equips the weapon
unfortunately this is a global action, meaning it acts on all players and requires sv cheats
theres also the commands mp_t_defaultprimary etc which can be useful if you only want equip a single weapon
So after they pick a minigame
If I use mp_t_defaultprimary
would they get the weapon after round has already begun?
no they have to spawn to get the weapon
you can also use map placed weapons
place then under spawn/teleport spots
strip any current weapons first so the player equips it when they tp onto it
Hmm wouldn't that cause lag if there is not enough players?
Like if a lot of guns just drop to the ground
so much lag
you can have them start constrained
were talking like 2 fps here
or use point_templates
or just use a game_player_equip to triggerforactivatedplayer but yea, you can't strip anything they already have without stripping everyone on the server
Yeah they always start without any weapons
so if I use triggerforactivatedplayer would each player get a gun?
no
no only the activator
So I have a minigame where T's get AWP and CT Novas
If I use triggerforallplayers but with a team filter
would that work?
yea, if the filter_activator_team works
idk how every other aspect of your map works so i wouldn't know what to suggest for what
its obsolete atm but it still works
btw this exact scenario has been done a million times so there's going to be a lot of info online if you are unsure on how these entities work. not tryna be a dick or anything but you'd understand it better. most of the entities work or try to work how they have for like 20 years
really? like what
the entities and logic is identical at the moment
yea but if it wasn't it would be the same
the only thing that is a leap for anyone coming from source 1 is hammer 5
fundamentally, the game logic is the near enough the same
as s1
what i mean is no logic entity has changed behavior
so all the old documentation stands
yea, so a css hammer tutorial from 2007 showing these entities is likely to be applicable to s2
yep
wdym?
Player equip no longer has USE as an option
that's a spawn flag
and it does
that just means that it won't apply when it's created in the game
i.e when the map loads. it will only equip when it's called
tick that, and then if it's only one player who activates it via a button / trigger, have the output from said button/trigger target the game_player_equip and output 'TriggerForActivatedplayer'
otherwise, triggerforallplayers
Exactly, they changed it to TriggerForActivatedplayer
i think you might be misunderstanding it man
It is frustrating though, because the info on these entities is technically right, for some reason in cs2 they just don't work in some aspect.
most of the time though, any of the entities that don't have this issue do work the same as they have if they were ever present in any source game prior.
Yeah it doesn't work at all
can you show me the inputs/outputs
ok you don't need anything as a parameter
what weapon are you trying to give via the game_player_equip, and what weapon does everyone spawn with
also, what does the game_player_equip's object properties look like
I recreated the entity from scratch rather then using the css version and seems fine now
np, glad ya got it working
all g, seriously though:
on my parent's lives, the entities are fundamentally the same. if something doesn't work the way it should it's because it's broken in cs2 atm and hasn't been fixed
just look up an entity on here
the game_player_equip worked even less prior to the workshop udpate, if you could believe that.
Sure thing, it just doesn't have the same outputs or inputs
alright lemme rephrase
if you have no idea how an entity works
if it's something specific that may have only been done a handful of times in the past few decades
- css tutorials
tbh
- ask on here
but i said that just so you could help learn it yourself cause it makes understanding any of them easier.
Yeah I get it. Its just most of the issues I am having is not due to limited entity knowledge from source 1
Rather because they don't work the same in CS2
it has the exact same inputs/outputs
i promise you all this stuff was directly ported from source1 without even a second look from valve
(unless its something they specifially needed, otherwise im pretty sure they didnt double check any of it)
you have a trigger
and simply do "onstarttouch" "equipthingy" "use"
done
Gives the player their gun
it had a use input in csgo
this ?
you had to use the use inputr in csgo and pass in a player as activator, it was broken otherwise
mp_team_intro_time or something
Perfect