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Player does something - triggers teleport

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sat May 22, 2010 7:19 pm Post subject: Player does something - triggers teleport |

I've done this before, in Lunkin's Journey, as a means, a very hokey, clunky means of teleporting in fire, which wasn't really fire, but was my way of making fire appear, and I actually used it for other stuff too but forget about all of that, because it's not relevant.
Anyway I've forgotten how I did it, which is actually "very me", as I have no memory at the best of times, and well, Lunkin's Journey was 5 years ago, which compounds things...
Right, what I've forgotten, is this:
> Player does something, so a float, for instance called stuff_player_did now = 5
> As a result a teleport, or numerous teleports send their contents to the destination
Now I know it involves SUB_useTarget but other than that my minds a blur.
Now the obvious thought that came to mind, and indeed any sensible person's mind, was "look in Lunkin's blooming qc files". But there's a problem (well 2 actually, but as the second makes this following one redundant, I shall barely bother mentioning that the code was a morass of unreadable, overcomplicated, uncommented spaghetti) I've lost the qc files, and attempts to decompile the progs.dat have proven less than successful. Which, for the purposes of this thread, I shall call a 'failure'.
Anyway if you can decipher this mess and offer help, I thank you. If, quite rightly you can't understand much of it, ponder this, after my frantic and uncoordinated hammerings at the keyboard were completed, barely a word wasn't underlined in red, and it took me more minutes to turn it into identifiable English than it has you good people to read it.
In an effort to bring some clarity to it, I've bolded the part that is of most importance.
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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat May 22, 2010 10:33 pm Post subject: |

lunkin's subs.qc file looks doesn't appear to have any obvious changes. looking at your (decompiled) qc code, you have a fire.qc which contains a fire 'monster', just has a th_stand set, no th_run. And has a lot of health. which implies you used the regular teleport use thing.
the rest is standard map-making.
your monster_fire entity is in a room/box outside the map. it has a trigger_teleport entity around it. you have an info_teleport_destination where you want the flame to appear. the trigger_teleport has a target matching the destination's targetname. your trigger_teleport has a targetname which is triggered by something else, probably a trigger_once (I'm not looking at your maps here).
But yeah, when a trigger_teleport is triggered by another trigger, it teleports everything inside, and only when triggered, it won't activate on touch otherwise. So you can teleport monsters in at will, and as your flame is technically a monster, it gets teleported in just fine when the teleporter around it is triggered.
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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sun May 23, 2010 7:18 am Post subject: |

Did you manage to decompile all the .qc files from the progs.dat? If so, would you mind sending them to me? cheers _________________ my site Last edited by ajay on Sun May 23, 2010 9:06 pm; edited 1 time in total

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sun May 23, 2010 11:42 am Post subject: |

decompiled all, but I'm not sure it'll recompile okay, I didn't try. sent. you can edit your post to remove your email now, if you're that way inclined _________________ What's a signature?

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ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sun May 23, 2010 9:05 pm Post subject: |

Cheers, thanks for that Sorted the code btw, it was quite easy once I turned the logical part of my brain on and the rambling nonsense part off. _________________ my site

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