Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 7 Guests
Online:

LATEST FORUM THREADS

»
[RELEASE] Outskirt (mp_ouk...
CoD4 Map + Mod Releases
lighting.cpp error
CoD4 General
Read client cvar
CoD+UO General
WIP "Tiger Hunt"
CoD2 Map + Mod Releases

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access
Page
Previous Page
subscribe
Author Topic: One way Wall
brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 03:07 pm
My door works fine so far.. they work 100% if you set them with health so that it takes a shot to open them instead of a trigger... no side effects that we've found yet. They really suck if you have them just as func_door.. player gets reset about 64 squares in opposite direction.. Trigger works 95%.. issue there is if player stands in trigger area the door opens and closes, open and closes.. its real annoying.. but if you set the health flag to any 1+ value.. they work 100% ;)
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Wednesday, Jun. 26, 2002 07:04 pm
Ok here is what I did. Built a small map. Placed a solid wall in the middle. I did not hollow the wall. Of course I added some lights.
1. I placed a Trigger_Teleport on the side with the player start position. (you can size this Trigger. I sized it about the size of a door, fairly thin and very close to the wall.
2. I placed a Misc_Teleporter_Dest on the other side of the wall. Did the Ctrl+K to link them together. Don't get it to close to the wall.
3. At first it was flush with the floor but my feet were stuck and I couldn't move. I moved it up about 4 small grids.
4. Compiled and ran the bsp. I was able to pass to the other side.
5. Created another one so I could get back just reversing the Trigger_Teleport and the Misc_Teleporter_Dest.

Looks as if it will work.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
foyleman
Preferred PLUS Member
Since: Nov 6, 2001
Posts: 95740
Last: Sep 17, 2014
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: SoFII Mapping
Posted: Thursday, Jun. 27, 2002 03:40 am
good thinking... I was just experimenting with those teleports yesterday for the first time.

Do you know the difference between the target_position and the Misc_Teleporter_Dest? The trigger_teleport mentions that you should use the target.
Go ahead... You Play I Mod : Support Modsonline by becoming a PREFERRED MEMBER today!
Have you heard the MODSonair Podcast?:
MODSonair is a weekly podcast bringing you the news from a modders perspective.
Tune in every Sunday at 12pm EST to listen LIVE.
Quake 4 Mods for Dummies - Half-Life 2 Mods for Dummies
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Thursday, Jun. 27, 2002 05:22 am
I tried all the combinations and the one above is all that I could get to work. I was browsing the radiant manual and found a little passage in there to do with teleporters. Of course that was for Q3 I think but finally was able to put together something that worked. To be sure I built another new test map and slapped the basics in there to test and it worked fine.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Thursday, Jun. 27, 2002 07:30 am
Hmm...teleporters -- interesting...I'll have to give that a try.

As for doors -- I've been messing with them and they seem to work ok? I've got a map with a sniper-tower that has a lens-like 'door' that you have to hit a switch to open, and then another switch, than when pressed, causes the person in the tower to be crushed. I'd share it with you folks but I don't know where to host it?

BTW -- does anyone know how to get the 'TOGGLE' switch on a door to work?
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Thursday, Jun. 27, 2002 09:52 am
If you are talking about hosting your map I can host it. Send to redrummdk@tds.net. My mail service can take anything up to about 1.5 mb.
When you get something new post it in the Custom Map Releases forum and then we can discuss on how to make it available to the SOF2 community. Be sure to include screenie and readme in zip file. If you haven't already check out my site for hosting custom levels.
www.redrummdk.com ;)
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
brutus_
General Member
Since: Jun 17, 2002
Posts: 67
Last: Jul 15, 2002
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Thursday, Jun. 27, 2002 04:40 pm
I figured another way to do the one way wall... this one uses a clear texture but you could sub in anything you wanted.. you could even add a main wall in front with _nodraw, and texture the front, then use this trick to get the one way happening.. check it out.. bsp and map included Here :)
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Thursday, Jun. 27, 2002 05:05 pm
Cool. Tried it out. Looks good. I built a room outside my main level to check out the teleporter.
Put a couple of posts at the sides because it is invisible. Put the misc_teleporter_dest quite a ways from the trigger in the main level. It worked great. Later I moved the destination up to a higher plane and still worked great. Probably go with that in the new level.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
Nbruteforce
General Member
Since: Nov 30, 2008
Posts: 1
Last: Apr 17, 2009
[view latest posts]
Level 0
Category: SoFII Mapping
Posted: Friday, Apr. 17, 2009 11:13 pm
Hi all,

It take a Hole night but i found a good method,

1) Make a Wall with any Solid Texture.
2) right click in the 2d-view on your wall and make it Non-colliding
3) Now copy your wall once and put it exactly before, or behind,
your first wall.
4) Change your 2d view so that u see the side u want to walk trugh.
put a simple Patch Mech on it. its allready with your first choosen texture.

U will have a wall looking on bouth sides same, but u can pass one side, also possible with non solid texture on the side u walk in.


peAce!
Share |
Restricted Access Restricted Access
Page
Previous Page
subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

Latest Syndicated News

»
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?
Codutility.com up and runn...
Great to see it,s back again http://www.codutility.com/

Partners & Friends

»