• random props teleporting roundly
    4 replies, posted
Can't find out how to do this and i really hate making stupid threads but when i have to i sadly have to.. So i wanna make this gnome teleport around the map roundly and this is how i have it set up so far, Using a logic case with logic auto and the teleport spots for him to go every round are point teleports, Some quick pics bellow. [IMG]http://s389.photobucket.com/user/DarkZeen/media/Snapshot182.jpg.html?filters[user]=79910905&filters[recent]=1&sort=1&o=1[/IMG] [url=http://s389.photobucket.com/user/DarkZeen/slideshow/]Pictures[/url] Thanks for any replies
Entities required: * Prop_physic (set it's model and name) * A point_teleport for every single location, make sure they have different names (for this example lets assume we are using gnome_teleport#) and all are pointing to the prop_physic as the entity to teleport * logic_case * logic_auto Logic_case output setup: OnCase01 -> gnome_teleport01 -> teleport OnCase02 -> gnome_teleport02 -> teleport and so on for each point_teleport you have. Logic_auto output setup: OnNewMultiRound ->logic_case -> PickRandom And there you have it now each round a new location will be picked for the gnome. If OnNewMultiRound isn't working (for some reason it doesn't work in every source game) then just use something simple and dumb like say a trigger_once over a guaranteed player spawn.
Alrighty so either i'm still using OnNewMultiRound wrong or it just doesn't wanna work with the source game like you said, So this simple and dumb tactic.. How i go about that idea, Gonna take a random crack but guided info after i fail will be most helpful. Thanks again for the info and help
Just make a trigger_once over your spawn area that triggers it rather then the logic_auto. That way when the first player spawns in the map it acts like it's a new round and triggers.
Use OnMapSpawn instead of OnNewMultiRound. You shouldn't have to deal with a trigger if you use that instead of OnNewMultiRound. And it will trigger on each new round when the map is reset like you wanted.
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