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Author Topic: More Niborevoli code goodies...  (Read 3230 times)
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5h17h34d
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« on: November 13, 2008, 04:48:16 AM »

You can now fling stuff thru teleporters!

Fine print: Stuff would be rockets, 'nades, nails, turrets, wells, and last but not least... well physics sometimes sling weapons and ammo through them. FFAS!
Beware, some maps just have tiny teleporters and its hard getting stuff through them, beartraps appearing to be the most troublesome. A million laughs for the most part.

Hop on Weenieville and teleport your goodies!
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Piras
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« Reply #1 on: November 13, 2008, 07:00:50 PM »


That really sounds like a blast!  Grin
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Predator
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« Reply #2 on: November 13, 2008, 07:18:34 PM »

Yes, especially sending gravity wells and turrets through teleports seems to have a potential. lol
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5h17h34d
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« Reply #3 on: November 13, 2008, 08:08:44 PM »

Too funny. Piras is in the well room in DM6pk slinging several turrets out the tele. They start firing at me, I walk over to the other side of the 2-sided tele and the turrets still try to shoot me but their nails go in the tele and shoot back at Piras.   lol lol

This should make for some funny highlight reels!
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bewley
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« Reply #4 on: November 13, 2008, 08:43:01 PM »

When will the code be released? Huh?

This sounds like a great addition!!! Grin
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« Reply #5 on: November 13, 2008, 09:05:17 PM »

Sorry but I just have to ask... can you teleport... gas...? lol
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bewley
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« Reply #6 on: November 13, 2008, 09:08:31 PM »

If you can use the airfist through a teleporter, then the answer would be YES. Grin

But I am not sure airfist wind counts as "stuff". Wink
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5h17h34d
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« Reply #7 on: November 13, 2008, 09:09:17 PM »

Nib's still tinkering with it, has a bug or 2. I'll point him here, it's only a minor bug.  (IMO anyway).. Wink

Teleporting gas? Now there's an idea!   lol lol
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bewley
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« Reply #8 on: November 13, 2008, 09:17:49 PM »

Wind through the teleport would be a hoot.

Stand on one side of the teleport and keep people from going through... That could create some very interesting situations. Wink
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« Reply #9 on: November 13, 2008, 09:47:28 PM »

This is getting better and better... just imagine that! lol lol lol
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bewley
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« Reply #10 on: November 13, 2008, 09:52:12 PM »

Yes... But can it be programmed? Huh?

I would LOVE to send a quad fart (with love, of course) through a teleport! Could you imagine nuking an entire room of folks from across the map? That would rawk!!! Grin
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5h17h34d
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« Reply #11 on: November 14, 2008, 01:17:39 AM »

I would LOVE to send a quad fart (with love, of course) through a teleport! Could you imagine nuking an entire room of folks from across the map? That would rawk!!! Grin

Bah. I can do that in real life. Cool
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Piras
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« Reply #12 on: November 14, 2008, 10:34:48 AM »


Nice!  lol
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Niborevoli
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« Reply #13 on: November 16, 2008, 02:23:15 AM »

Here you go. This goes in trigger.qc and replaces the teleport_touch found there. I took this from a tutorial over at inside3d (http://www.inside3d.com/qctut/) and customized it a lot for painkeep, fix problems with it, add a few twists, etc.

The list of stuff that can go through at the top; customize it as you like/dare.

Last thing, this isn't perfect, mainly because of the way teleports are defined in some maps, it can be hard to get stuff to go through. If you settle for it working 90% of the time, it should be fun.

Code:
void() teleport_touch =
{
   local entity destination;
   local vector org;
   local float    random_angle;
   local vector   original_angles;
   
   if (other.teleport_time > time)
   {
      return;  // Can't teleport before time is up
      // efc note - this keeps things from getting sucked back through in the case of two linked teleports.
   }
   
   // Apply the time exclusion here, early, so the projectile doesn't constantly teleport in some situations
   other.teleport_time = time + 0.7;
   
   if (
      (other.classname != "missile") && (other.classname != "grenade") &&
      (other.classname != "player") && (other.classname != "spike") &&
      (other.classname != "gib") &&
      (other.classname != "item_artifact_super_damage") &&
      (other.classname != "item_artifact_envirosuit") &&
      (other.classname != "item_artifact_invulnerability") &&
      (other.classname != "item_artifact_invisibility") &&
      (other.classname != "weapon_supershotgun") &&   
      (other.classname != "weapon_grenadelauncher") &&
      (other.classname != "weapon_supernailgun") &&
      (other.classname != "weapon_nailgun") &&
      (other.classname != "weapon_lightning") &&
      (other.classname != "weapon_rocketlauncher") &&
      (other.classname != "item_armor1") &&
      (other.classname != "item_armor2") &&
      (other.classname != "item_armorInv") &&
      (other.classname != "weapon_airfist") &&
      (other.classname != "weapon_grapgun") &&
      (other.classname != "weapon_chainlg") &&
      (other.classname != "item_painkeep_gwell") &&
      (other.classname != "item_painkeep_turret") &&
      (other.classname != "item_painkeep_can") &&
      (other.classname != "item_painkeep_beartrap") &&
      (other.classname != "item_painkeep_expshells") && 
      (other.classname != "") &&
      (other.classname != "gravity") &&
      (other.classname != "beartrap") &&     
      (other.classname != "turret") && (other.classname != "turret_base")
      )
    {     
       return;
    }

if (self.targetname)
{
if (self.nextthink < time)
{
return; // not fired yet
}
}

if ((other.health <= 0) && (other.solid == SOLID_NOT))
      return;
   if (other.classname == "trigger_teleport")
      return;

SUB_UseTargets ();

   // put a tfog where the player was
// PAINKEEP Use the new teleport sounds
//spawn_tfog (other.origin);
//if (other.classname == "player") {       // efc - only spawn fog thingy for players
   spawn_tfog2(other.origin);   
//}

destination = find (world, targetname, self.target);
if (!destination)
objerror ("couldn't find target");

ClearSpawnPoint(destination);

// spawn a tfog flash in front of the destination
makevectors (destination.mangle);
org = destination.origin + 32 * v_forward;
spawn_tfog (org);

// Don't let anything but players telefrag players
if (other.classname == "player")
   {    
   spawn_tdeath(destination.origin, other);
}

   
   // Move the object
setorigin (other, destination.origin);
if (other.classname == "turret")                      // special case for turret
   setorigin (other.turret_base, destination.origin); // Move the base, too, or the head will yank back to the base
other.angles = destination.mangle;

   other.fixangle = 1; // turn this way immediately (efc - this forces a reliable update, I think)   
   
   // PAINKEEP_BEARTRAP_START
   other.bt_immune_time = time + BT_BUFFER;
   // PAINKEEP_BEARTRAP_END
   
if (other.flags & FL_ONGROUND) {
other.flags = other.flags - FL_ONGROUND;
}

// Players get the boot out of the port. Other stuff keeps its old velocity
//original_speed = vlen(other.velocity);
if (other.classname == "player") {
   other.velocity = v_forward * 300;

}else

   // Turrets need a boost or they pile up in front
   if ((other.classname == "turret") || (other.classname == "turret_base")) {
      other.velocity = other.velocity * 2.0;
   }
   original_angles = destination.mangle;    
   
   random_angle = (random()*30.0) - 15.0;
   original_angles_x = original_angles_x + random_angle;
   random_angle = (random()*30.0) - 15.0;
   original_angles_y = original_angles_y + random_angle;
   
   makevectors (original_angles);
   other.velocity = v_forward * vlen(other.velocity);
}


other.flags = other.flags - other.flags & FL_ONGROUND;
};

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Big Bewley
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« Reply #14 on: November 16, 2008, 03:20:36 AM »

This is totally frell'n AWESOME!!!  Grin
Hehehe... totally frell'n AWESOME!!! Real Cool
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