#Trigger_teleport issue

1 messages · Page 1 of 1 (latest)

high stump
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In my multigame map Skeet Multigames. I am using 2 general trigger_teleports. 1 for Ct's and for T's.
When a player chooses a minigame, I simply add the teleport target location with
addoutput target destination.
But it seems to do nothing, and the console gives me no error messages.
Why is this?

jade talon
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addoutput doesn't work like it did in s1

high stump
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Oh I see. Is there an alternative?

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Or would I have to make a seperate TP for each minigame

jade talon
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no

high stump
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Okay how does it work?

rich isle
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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

high stump
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Yeah, sounds like I'll have to make 2 teleporters for each minigame. Rough but doable. Thanks

serene halo
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don't forget point_teleport exists lol.

high stump
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What would that do?

serene halo
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place a named point_teleport at any destination, when you press the button / whatever

onpressed > name of point_teleport > teleport

abstract merlin
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ai_changetarget

serene halo
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could be worth setting the entity to teleport to !activator or something idk, or use that ^

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I mean, you could set the entitytoteleport in the point_teleport to !player

abstract merlin
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this changes the destination of a teleport trigger

serene halo
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just purely out of curiosity, why are you using that over a point_teleport which would do the same thing?

high stump
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I think that is perfect! Thanks I'll take a look

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Well would point_teleport teleport all players or just the one pressing the button?

serene halo
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could set it to !caller

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it doesn't matter

abstract merlin
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it teleports who you tell it to

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if you tell it to teleport !activator, it teleports the activator

high stump
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Yeah everyone in the trigger will be teleported as soon as the ai_changetarget activates

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that will be perfect

abstract merlin
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no, the ai_changetarget just changes the destination keyvalue

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the teleport still needs to be activated

high stump
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Right yeah, that makes sense. So instead of the 2 addoutput outputs. I'll activate 2 changetargets for each minigame

abstract merlin
serene halo
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@abstract merlin this is what I meant.

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have however many point_teleports you want

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i'm almsot positive !player would target every player on the server.

abstract merlin
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ok but how does that change the target kv

serene halo
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I mean you could just incorporate a way for it to target a particular point_template

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idk, just trying to explain what I meant because i don't think I did lol

abstract merlin
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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

serene halo
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yea, so each time a player finishes a section im guessing they touch a volume which fires something

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could just have that trigger fire to any point_teleport on the map > teleport

abstract merlin
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the teleport needs to change each section

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sure you could have a convoluted system of logic_case and a math_counter or whatever

serene halo
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yea, makes sense.

abstract merlin
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but who has time for that

serene halo
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na logic_ case and math counters are my bread and butter lmao

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or branches

abstract merlin
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yea....

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i fuckin hate logic entities

high stump
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Also another small issue. Can info_player_terorrists not spawn above a trigger_teleport anymore?

serene halo
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that's good tho, for that use case I'll keep that in mind. I didn't think it was actually in the fgd

high stump
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It seems they fall through

serene halo
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I started using relays so much that it's my default entity

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maybe just have an invis texture that disappears when they spawn

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so they have something to spawn onto before they fall into the teleporter

abstract merlin
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put them in the trigger

high stump
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Hmm alright I'll try it

abstract merlin
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or use a trigger_multiple and a point_teleport

high stump
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The teleporter works fine, but the 7 second countdown seems to mess with things

abstract merlin
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if only event_listeners werent broken ...

serene halo
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api can't come soon enough.,

high stump
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I do not have ai_changetarget

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as an entity available

abstract merlin
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yes its not in the fgd

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as you can see by my screenshot, all the kvs are red, meaning you must manually input them

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it will still work though

high stump
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NewTarget is the trigger_teleport I assume?

abstract merlin
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target is the entity whos kv you want to change

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newtarget is the new value of the entitys target keyvalur

high stump
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So target "the spawn teleporter" the newtarget remote location

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Alright

abstract merlin
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yes

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m_iszNewTarget btw

high stump
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Such an odd solution, but alright lets see

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Testing now

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Alright worked flawlessly

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Thanks a bunch!

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Can you equip weapons just like in S1 in Source 2 now as well?

abstract merlin
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glad to be of service, feel free to leave any change you have in the tip jar

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kinda

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they added game player equip back with the ws update but its janky af

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best solution is to fire give weaponname to a point servercommand

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and kill every weapon entity first so the player actually equips the weapon

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unfortunately this is a global action, meaning it acts on all players and requires sv cheats

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theres also the commands mp_t_defaultprimary etc which can be useful if you only want equip a single weapon

high stump
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So after they pick a minigame

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If I use mp_t_defaultprimary

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would they get the weapon after round has already begun?

abstract merlin
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no they have to spawn to get the weapon

high stump
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That's not gonna work

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as you pick a minigame after like 10 sec

abstract merlin
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you can also use map placed weapons

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place then under spawn/teleport spots

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strip any current weapons first so the player equips it when they tp onto it

high stump
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Hmm wouldn't that cause lag if there is not enough players?

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Like if a lot of guns just drop to the ground

abstract merlin
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so much lag

serene halo
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you can have them start constrained

abstract merlin
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were talking like 2 fps here

serene halo
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or use point_templates

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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

high stump
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Yeah they always start without any weapons

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so if I use triggerforactivatedplayer would each player get a gun?

serene halo
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no

abstract merlin
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no only the activator

serene halo
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just triggerforallplayers

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i thought u wanted to equip individually

high stump
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So I have a minigame where T's get AWP and CT Novas

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If I use triggerforallplayers but with a team filter

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would that work?

serene halo
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yea, if the filter_activator_team works

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idk how every other aspect of your map works so i wouldn't know what to suggest for what

abstract merlin
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its obsolete atm but it still works

high stump
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Yeah I am using it for the teleport

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seems to work

serene halo
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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

high stump
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Not at all

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Source 1 has everything different it seems

serene halo
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really? like what

high stump
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Like addoutputs broken

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for starters

abstract merlin
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the entities and logic is identical at the moment

serene halo
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yea but if it wasn't it would be the same

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the only thing that is a leap for anyone coming from source 1 is hammer 5

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fundamentally, the game logic is the near enough the same

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as s1

abstract merlin
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what i mean is no logic entity has changed behavior

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so all the old documentation stands

serene halo
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yea, so a css hammer tutorial from 2007 showing these entities is likely to be applicable to s2

abstract merlin
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yep

high stump
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Use vs TriggerForActivatedPlayer

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lets see

serene halo
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wdym?

high stump
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Player equip no longer has USE as an option

serene halo
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that's a spawn flag

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and it does

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that just means that it won't apply when it's created in the game

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i.e when the map loads. it will only equip when it's called

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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'

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otherwise, triggerforallplayers

high stump
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Exactly, they changed it to TriggerForActivatedplayer

serene halo
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i think you might be misunderstanding it man

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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.

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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.

high stump
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Yeah it doesn't work at all

serene halo
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can you show me the inputs/outputs

serene halo
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ok you don't need anything as a parameter

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what weapon are you trying to give via the game_player_equip, and what weapon does everyone spawn with

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also, what does the game_player_equip's object properties look like

high stump
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I recreated the entity from scratch rather then using the css version and seems fine now

serene halo
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np, glad ya got it working

high stump
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Thanks man

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Good stuff

serene halo
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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

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just look up an entity on here

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the game_player_equip worked even less prior to the workshop udpate, if you could believe that.

high stump
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Sure thing, it just doesn't have the same outputs or inputs

serene halo
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alright lemme rephrase

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if you have no idea how an entity works

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if it's something specific that may have only been done a handful of times in the past few decades

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  1. css tutorials
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tbh

  1. ask on here
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but i said that just so you could help learn it yourself cause it makes understanding any of them easier.

high stump
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Yeah I get it. Its just most of the issues I am having is not due to limited entity knowledge from source 1

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Rather because they don't work the same in CS2

abstract merlin
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it has the exact same inputs/outputs

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i promise you all this stuff was directly ported from source1 without even a second look from valve

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(unless its something they specifially needed, otherwise im pretty sure they didnt double check any of it)

high stump
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Player Equip is different though

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It does not use the "use" output anymore

serene halo
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what is the use output

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where have you seen that

high stump
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you have a trigger

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and simply do "onstarttouch" "equipthingy" "use"

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done

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Gives the player their gun

abstract merlin
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it had a use input in csgo

serene halo
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this ?

abstract merlin
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you had to use the use inputr in csgo and pass in a player as activator, it was broken otherwise

high stump
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Also how do I remove the 7 sec countdown at round start

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what is the cmd

serene halo
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mp_team_intro_time or something

high stump
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Perfect