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Teleport and PSP trouble
Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
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MichaBen
Thu Feb 28 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
Well I'm finally trying to actually finish a map I started But as usual I ran into trouble

Currently there are 2 big problems. The first problem is that the PSPs do not show up in the map. They cannot be seen in the spinmap, and when you die you also can't select it. But the strange thins is, they do work. If you press the character of the PSP, you will spawn there, and the PSPs are visible in the game itself and can be taken. They just don't show up in the spinmap and regular map at all. Did I hit the limits or is it just some setting that is incorrect?

Another problem is teleporting enemies. I set up a group of enemies and set the spawn count to 2. Then I use the teleport group event in xmed to teleport them. It all works fine, and they are teleported. However, when I kill them, they will now respawn at their new position, while they should instead spawn back at the extraction zone (where they are placed) and attack when all objectives are completed. So how do I teleport an enemy only once, and make him spawn at the original position again once dead?
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*HmS*Rodge
Thu Feb 28 2008
Registered Member #534
Joined: Wed Feb 23 2005
Posts: 953
The PSP I do not know, ut teleporting I think I know.
After they are killed teleport them again to the right position shuold solve that problem.
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*HmS*Trevor
Thu Feb 28 2008

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
AT a guess did you write the map as a single player version before converting it to coop?

As too teleport: You only need to set the bgs to spawn 1 time, when you teleport them it resets there spawn counter, create a new event for every bg in the group,

eg: if ssn (xxx) dead then teleport ssn (xxx) with a delay of 25 seconds

but Rodge is correct, just teleport them to extract.


[ Edited Thu Feb 28 2008 ]
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MichaBen
Sun Mar 02 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
So that means creating a trigger for each enemy? Because I'm using group teleport now, and then it doesn't work to teleport them back as the first one already respawned before you killed the last one. I'm using teleport because else there are already over a thousend objects in the map, so I'm using the same enemies a few times.

Is it possible to use GLOOP with xmed? With nile I used GLOOP to teleport enemies 8 at a time (ssnuse on a truck), but with xmed I can't get gloop working. PLOOP works fine, I used that to create a few deathzones to avoid people going directly to the extration to kill respawners (which will happen if you don't block people from doing it). So PLOOP works in xmed (although I only tested it singleplayer), but with GLOOP I'm getting weird results.

[ Edited Sun Mar 02 2008 ]
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*HmS*Trevor
Sun Mar 02 2008

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
gloop doesnt work to my knowledge, and yes an event for every bg
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NUT ACE
Sun Mar 02 2008
picard
Registered Member #1450
Joined: Wed Oct 11 2006
Location: The Netherlands
Posts: 635
Show me the Gloop code you're using..

If Ploop works..Gloop should be working also...

NUT ACE out...
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*HmS*Trevor
Sun Mar 02 2008

Registered Member #35
Joined: Tue Dec 30 2003
Location: Lincolnshire England
Posts: 2080
Xmed and nile handle groups differently
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NUT ACE
Mon Mar 03 2008
picard
Registered Member #1450
Joined: Wed Oct 11 2006
Location: The Netherlands
Posts: 635
True...
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MichaBen
Sun Mar 09 2008
Registered Member #1336
Joined: Tue Jul 25 2006
Location: Netherlands (Rotterdam)
Posts: 267
Ok I got things working... sort of. I created events for every respawner, to teleport it 15 seconds after death to a new location. It works, he is teleported and spawns again at the teleport target. A few baddies however do no longer attack the player but just stand there as a flash bang has gone off. And some other baddies think I'm god and run at me and kneel down in front of me. Now there is nothing wrong with good manners, but I'm afraid in multiplayer games they will also kneel down to other people then me, and that should not happen of course.

Does anybody know this problem? The baddies do notice me, as they run at me, but they don't even think about shooting me.
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