[MvM] Teleportation of bots

Discussion in 'Mapping Questions & Discussion' started by Waffe, Apr 22, 2013.

  1. Waffe

    Waffe L4: Comfortable Member

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    So I plan on creating a semi-non-liniar MvM map where the bomb can enter (at least) from two different ways to the playable area.

    The problem is the item_teamflag. Since doing it with two item_teamflags doesn't sound like such a smart idea (by me, no idea if it really would work), can a single item_teamflag be teleported somewhere else?

    Is teleporting the bombcarrier & co. to the other entrance point a better idea? Does the AI react to teleporting?
     
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    you could make the bomb drop and teleport to a point_teleport right at the teleporter's end
     
  3. PoignardAzur

    PoignardAzur L2: Junior Member

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    Have you considered reverse-engineering the Coaltown map ? I don't know how the death pits work, but with a bit of luck they may be based on a teleporter, and then...
     
  4. WolfKit

    WolfKit L3: Member

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    From my memory, Coaltown has a brush entity (forget which) that resets the bomb on trigger, same thing that's used in ctf maps with deathpits. It just teleports the flag back to the flag spawnpoint.
    But the bomb doesn't actually appear at its spawnpoint, it's directly spawned onto a bot. Take a look at Mannworks, the bombs (there's a seperate flag for the ironman mission that is activated by the popfile) are actually in a small box outside of the skybox.
     
  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Bots already spawn at a random spawnpoint (place a spawnpoint with the same name on either the left and right side and make it spawn on that name). And whatever spawnpoint they start at the bomb also starts at.

    This already can make it random enough. And even though PoignardAzur said coaltown, mannworks is a far more logical choise due to having 2 spawnpoints (and the sniper spawn can even be used as a 3rd alternative although it doesnt support random there).
     
  6. PoignardAzur

    PoignardAzur L2: Junior Member

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    Diantre :/
    That's strange: there is no such thing in mvm_example : the bomb is spawned between robot spawnpoints :confused:
    Wait, wat ?
     
  7. WolfKit

    WolfKit L3: Member

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    Well, they don't NEED to stick the bomb outside of the map, but it doesn't need to be in the robot spawn either.
    And yes there are two bombs in Mannworks. The ironman flag (which does have a reset timer) is disabled by default. The ironman popfile then triggers a different entity on wave start than the regular popfiles do, and this entity enables the ironman bomb and disables the regular bomb (while also triggering the bomb path nav_avoids into a different configuration).