respawning props after they fall to oblivion

WAR_Nuker

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im making a map in the sky. an issue i cant really think to resolve is if a prop falls off, how can i get it to respawn to its original location about 20 or 30 seconds later?

i tried the point template method....but that will only seem to work on breakable props. i set something like when the prop enters this trigger....the prop breaks and....onbreak....forcespawn (point template) in 20 seconds. i just cant figure out how to do something like that with nonbreakable props.

anyone have any suggestions?
 
Doesn't anything break if you send it SetHealth 0?

If not, well, let's see. At the cost of an increase in entity usage, you could have a point_teleport for each prop, flagged to teleport it home; the prop's OnUser1 output can fire its teleporter, and the trigger under your map can send FireUser1 to the prop.

You could do as avalon did and just teleport the props to the top of the map.

(Anyone else have ideas?)
 
yeah i like what the guy that made avalon did....but id rather have them teleport to their home position then fall out of the sky. id be fine setting a point teleport for each prop....i will give it a try tomorrow and tell you of the results.
 
How about when the prop hits the trigger, you send it a kill input and then forcespawn the point_template to respawn it?
 
i thought of that but havent tested it yet. im just unsure if 'kill' and 'break' do the same thing. i think kill deletes it from the map permanently....but i could be wrong. i will test all this when i get home.
 
Kill usually deletes, firing no outputs. Usually.
 
i got the teleport to work, but it only works for one phys object properly. if you chuck a second prop into the trigger, the first prop will teleport home and the second will teleport to the point_teleport location. i need these to be more independent. like when a prop gets thrown into the trigger....only THAT prop teleports home. another thing is....this all needs to be done on the same trigger....as you can imagine.

heres what i have so far

trigger (trigger_teleport):

Keyvalues - Remote Destination > teleport destination (point_teleport)

Out - on starttouch
prop (prop_physics_multiplayer)
FireUser1
0 seconds

Flags - Physics objects


prop (prop_physics_multiplayer):

Out - OnUser1
teleport destination
teleport
0 seconds


teleport destination (point_teleport):

Keyvalues - entity to teleport > prop

Flags - teleport home


theres gotta be a way to filter these things so they are more independent...even if it means overlapping triggers on top of eachother.


Edit: hey hey...the keyword was 'filter' apparently. i used a filter on my trigger and that works. but of course that means a fourth entity in the system. that also means that for every prop i need a new point_teleport, trigger_teleport, and a filter_activator_name. it also means all my trigger_teleports need to overlap...and if im going to put in a lot of props....there will be a LOT of these entities. now, by any chance, can any of you figure out a more *compact* method?
 
Raeven0 said:
Kill usually deletes, firing no outputs. Usually.

It wouldn't need to fire an output. Look:

Trigger_multiple, filtered for prop_physics objects. OnStartTouch -> !activator -> kill - that removes the prop itself. Then it can trigger the point_template with ForceSpawn
 
WAR_Nuker: each prop needs its own point_teleport. The bottom trigger fires !activator with FireUser1, and each prop's OnUser1 is associated with its own teleport.

Pi Mu Rho: how does the trigger know which prop it has killed, and thus which point_template to fire?
 
I didn't know !activator worked with anything other than players.
 
OH i see now. i totally forgot about !activator. that reduces the amount of entities i need to place by like....half. thanks man....ill test that out and let you know.
 
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