Teleporting: Triggered?

d0omied0omie Join Date: 2003-02-23 Member: 13877Members
<div class="IPBDescription">all players in a brush to another brush?</div> I would like to make a teleporter for my level, where each end has pad, with a button in it which once pressed sends all the contents to the corresponding pad. There will also be buttons to trigger a env_beam to kill anything coming through to your pad as well, so you have to control both pads to be able to use it (or sneakily press their button to disable it)

Is this possible?Any help would be apprechaited! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    well its for hl but not from ns
    but here is teh hl method

    <a href='http://www.vlatitude.com/tutorials.php?tutID=14' target='_blank'>http://www.vlatitude.com/tutorials.php?tutID=14</a>
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    advanced teleporting = rustmill effect
    <a href='http://collective.valve-erc.com/index.php?doc=1046741365-12567100' target='_blank'>http://collective.valve-erc.com/index.php?...741365-12567100</a>
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    w00t! thanks <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    At the moment if you teleport a turret though, it still functions afterwards even if its not in range of a TF.. I suppose I will have to just block buildings from being ported, to prevent siege teleporting in..
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