Author Topic: Team Doors  (Read 9108 times)

maigel

  • Posts: 18
  • Turrets: +0/-0
Team Doors
« on: February 09, 2008, 08:11:47 pm »
Hi,
is there a possibility to make doors where only aliens or hums are able to get in?

AKAnotu

  • Posts: 616
  • Turrets: +7/-9
Re: Team Doors
« Reply #1 on: February 09, 2008, 08:13:34 pm »
I thought about this for a while a few days ago, but I don't think that it's possible without a little code revision done. Wait for 1.2, and read stuff on siege for the time being. Seige is about the same

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Re: Team Doors
« Reply #2 on: February 09, 2008, 11:17:44 pm »
yes, class and equipment triggers can make it so only a certain team can open doors. Kill triggers in conjunction with these can make it so only a certain team can pass.
I’m busy. I’ll ignore you later.

AKAnotu

  • Posts: 616
  • Turrets: +7/-9
Re: Team Doors
« Reply #3 on: February 09, 2008, 11:31:00 pm »
yes, class and equipment triggers can make it so only a certain team can open doors. Kill triggers in conjunction with these can make it so only a certain team can pass.
sweet.
so how do you do this?

Lava Croft

  • Guest
Re: Team Doors
« Reply #4 on: February 10, 2008, 04:24:56 am »
A trigger_hurt is a somewhat blunt solution. Having clipping brushes that only block a certain team would be a far more elegant solution.

maigel

  • Posts: 18
  • Turrets: +0/-0
Re: Team Doors
« Reply #5 on: February 10, 2008, 10:21:37 am »
A trigger_hurt is a somewhat blunt solution. Having clipping brushes that only block a certain team would be a far more elegant solution.
sounds good too buy how do i do this?

Lava Croft

  • Guest
Re: Team Doors
« Reply #6 on: February 10, 2008, 02:10:57 pm »
A trigger_hurt is a somewhat blunt solution. Having clipping brushes that only block a certain team would be a far more elegant solution.
sounds good too buy how do i do this?
That's the thing, I don't think that is possible, yet. :(

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Re: Team Doors
« Reply #7 on: February 11, 2008, 06:34:47 pm »
Nope, go for the sadistic option, go kill trigger.
I’m busy. I’ll ignore you later.

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: Team Doors
« Reply #8 on: February 11, 2008, 08:34:57 pm »
You could have steeply sloped floors that narrow down to 30 units, so trespassing humans will slide down into a bottomless pit, lava, etc.
Aliens (Excepting dretch) can simply put one foot on each wall and walk across.
Combining this with small spaces (and slick surfaces) can make "single class" areas feasible.
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

doomagent13

  • Posts: 506
  • Turrets: +18/-18
Re: Team Doors
« Reply #9 on: February 15, 2008, 12:04:44 pm »
A trigger_hurt is a somewhat blunt solution. Having clipping brushes that only block a certain team would be a far more elegant solution.
sounds good too buy how do i do this?
That's the thing, I don't think that is possible, yet. :(

Invisible team-activated door?

Redman

  • Posts: 103
  • Turrets: +6/-6
Re: Team Doors
« Reply #10 on: February 16, 2008, 11:52:12 pm »
The most easy way is use target_relay:

trigger_multiple or other entitie -----> targer_relay (human_only or alien_only or random) -----> func_door or other entitie
« Last Edit: February 19, 2008, 01:11:14 pm by Redman »

maxell

  • Posts: 108
  • Turrets: +2/-54
Re: Team Doors
« Reply #11 on: February 23, 2008, 11:35:26 am »
i beileive it is possible because i have tried that by myself ( i failed) but i used a patch for GTK radiant which allows you to changes entity commands (like only a humans can activate the door to open it)
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

OverFlow

  • Posts: 386
  • Turrets: +44/-1
    • http://bobbin.vilkacis.net
Re: Team Doors
« Reply #12 on: February 24, 2008, 06:42:26 pm »
Haven't completely thought this through but...

Might be possible to have kind of an 'airlock' system.

Basically, there would be a first door that opens for anyone, but when it closes, it turns on some team triggers that will close the second door if the incorrect team is found inside the chamber, also opening the first door to let them out.  If the incorrect team is not found in the chamber, then the second door never closes, and a timer will open the first door after some time to reset everything.

The 'airlock' takes care of the possibility of members of opposite teams going through a team-triggered door at the same time.

Might have to actually make this to see if its possible.  And even so it might be complicated enough that it would get broken after extended use online...

And now I realize I only thought this through for one direction, hmmm
« Last Edit: February 24, 2008, 06:47:08 pm by OverFlow »

maxell

  • Posts: 108
  • Turrets: +2/-54
Re: Team Doors
« Reply #13 on: February 24, 2008, 08:33:09 pm »
well it is a idea but i was thinking of a door which crushers the wrong team when there tuch the door.. or make it a istant kill when you touch something aroud the door... or maybe a so calle "pipe" to small for humns to get in but big enough for  dretches..
Haven't completely thought this through but...

Might be possible to have kind of an 'airlock' system.

Basically, there would be a first door that opens for anyone, but when it closes, it turns on some team triggers that will close the second door if the incorrect team is found inside the chamber, also opening the first door to let them out.  If the incorrect team is not found in the chamber, then the second door never closes, and a timer will open the first door after some time to reset everything.

The 'airlock' takes care of the possibility of members of opposite teams going through a team-triggered door at the same time.

Might have to actually make this to see if its possible.  And even so it might be complicated enough that it would get broken after extended use online...

And now I realize I only thought this through for one direction, hmmm
it is a god idea but needs more thoughts and maybe you could put a teleporter which teleports the wrong enemy to the base or something
« Last Edit: February 24, 2008, 08:34:56 pm by maxell »
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

ShadowNinjaDudeMan

  • Posts: 1385
  • Turrets: +86/-58
    • Tremopolis
Re: Team Doors
« Reply #14 on: February 25, 2008, 07:36:51 pm »
it is a god idea

Steady on there.

Maybe its time, with the advent of 1.2 just aroiund the corner (or thereabouts) to create two new common textures:

alienclip

humanclip

Guess what they do.
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Zero Ame

  • Posts: 329
  • Turrets: +33/-15
    • NOS
Re: Team Doors
« Reply #15 on: February 27, 2008, 12:13:01 am »
You could just make 1 door and have a button/switch that when swtiched it finds what has turned it and if not the right class it does nothing, but if correct class it makes the door open.

blood2.0

  • Guest
Re: Team Doors
« Reply #16 on: February 27, 2008, 01:35:45 am »
My idea is a combo of both the kill switch and the airlock. For the aliens base there are two triggers  that are 30 units apart so no human and ever alien besides a dretch can open the doors the back door or door 1 stays open for 3 seconds and the second door only 1 second like this (i only have paint oh and sorry about the unets instead of units)
and for the humans door its just the size of a battle suit and really long and does 50 damage ever second so you wont die if you touch it only if you go it it.
that is my idea i hope there is a better way

mooseberry

  • Community Moderators
  • *
  • Posts: 4005
  • Turrets: +666/-325
Re: Team Doors
« Reply #17 on: February 27, 2008, 04:25:29 am »
uhhh...  ??? ::)
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Amanieu

  • Posts: 647
  • Turrets: +135/-83
    • Amanieu
Re: Team Doors
« Reply #18 on: February 27, 2008, 05:49:03 am »
The MGDev server has barricades that shrink to about half their original size when an alien touches them. Also acid tubes can damage through the barricades so together they make a very good defense.  :barricade: :barricade: :barricade:
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

techhead

  • Posts: 1496
  • Turrets: +77/-73
    • My (Virtually) Infinite Source of Knowledge (and Trivia)
Re: Team Doors
« Reply #19 on: February 28, 2008, 12:37:58 am »
Team door do have problems when a person decide to hang out behind it when all the spawns are gone.
Just saying...
I'm playing Tremulous on a Mac!
MGDev fan-club member
Techhead||TH
/"/""\"\
\"\""/"/
\\:.V.://
Copy and paste Granger into your signature!

blood2.0

  • Guest
Re: Team Doors
« Reply #20 on: February 29, 2008, 12:09:50 am »
The MGDev server has barricades that shrink to about half their original size when an alien touches them. Also acid tubes can damage through the barricades so together they make a very good defense.  :barricade: :barricade: :barricade:
And???