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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: teleporters
MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, May. 18, 2003 07:29 pm
lets try this agian,

different question

I've got two teleporters, they go back and forth, how can I make going through one way puts a delay on the one going back through?

does that make sense?
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ST-Gamer~rb
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Since: Dec 23, 2006
Posts: 52
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 19, 2003 07:18 am
A delay?

You can adjust the speed that a player is "thrown" from the target_teleport by adjusting the health on the trigger_teleport.  Other than that, there is no other way of controlling any timing on teleporters.

Only alternative would be to place the trigger inside something which can be controlled by timing (such as a room with a "timed" door).
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Scooter~rb
General Member
Since: Dec 23, 2006
Posts: 751
Last: Dec 23, 2006
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Level 7
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 19, 2003 02:29 pm
The only thing I can think of is to make the func_usable that activates the transporter go away for a certain period of time.

I'm assuming you have a func_usables targetting func_doors. Give each func_usable the same targetname as the func_door of the other transporter. Make a target_delay for each that will reactivate the func_usable. Now of course this would require the always_on flag to be unchecked, which means you would also have to make a target_relay or something for each func_usable that would reactivate it when you turn it off.

That will either work, or fail miserably. I have a sneaky suspicion that making the func_usable disappear would cause it to fire its targets, creating a transporter loop which is very annoying.

You didn't say if you were mapping single player or holomatch. I was assuming holomatch. If you're mapping in single player, there's a something_deactivate entity (can't remember what the something is) that might do the job.
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, May. 19, 2003 04:52 pm
sorry, I always forget to say. yeah it's Holomatch.

scooter- I really have no idea what your sayin.

one picture worth a thousand words.


I want you to be able to go through tele A and not be able to go back through tele B for a few seconds.

I tried a target delay with a target name from trigger A and a target of trigger B. but it didn't work.
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Scooter~rb
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Since: Dec 23, 2006
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Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 20, 2003 06:14 am
I think this is one that only Wade will be able to figure out. And if he can't figure it out it just isn't possible.
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ZIpZZAm~rb
General Member
Since: Dec 23, 2006
Posts: 199
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 20, 2003 01:29 pm
Have the teleporter trigger an invisable door (common/clip) to come down and block the other teleporter after you go through it.
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Paracyte~rb
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Since: Dec 23, 2006
Posts: 220
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 20, 2003 01:30 pm
Oops, logged in with my old name by accident.
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ST-Gamer~rb
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Since: Dec 23, 2006
Posts: 52
Last: Dec 23, 2006
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Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 20, 2003 04:05 pm
Quote (ZIpZZAm @ May 20 2003, 9:29 am)
Have the teleporter trigger an invisable door (common/clip) to come down and block the other teleporter after you go through it.

The only problem with that is that if someone else was to try to use the teleport that hadn't recently, they also would be prevented although that's about the closest solution to what he was looking for.
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MMFSdjw~rb
General Member
Since: Dec 23, 2006
Posts: 3336
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, May. 20, 2003 07:33 pm
well that sounds like the closest I'm going to get.

would the door's target be the teleporter brush?
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