Preventing teammates re-entering spawn room

Discussion in 'Mapping Questions & Discussion' started by vonDelson, Mar 16, 2010.

  1. vonDelson

    vonDelson L1: Registered

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    Hi all!

    For my next project I'm looking for a way to prevent teammates from re-entering their own spawn room. At the moment, I solved this problem with a spawn room door which can be opened via a trigger_multiple on just one side of the door (the spawn room side). Off course, this works like a charm. But, players can still re-enter the spawn room when the door is opened by another player in the spawn room. Is there any way I could block players with an invisible one-way wall?

    Thanks in advance!
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I cheap solution would be a trigger_push set to a value high enough that the player can't fight against it to get through.

    Don't set it too high though or people will notice/abuse it somewhow.
     
  3. Icarus

    aa Icarus

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    If you make it a drop down with a one-way door, it should be virtually impossible to get back up.
     
  4. Tehrasha

    Tehrasha L3: Member

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    The very quick and dirty way to make a 1-way door.
    Works regardless of team affiliation.

    Edit #1 :: Its a teleporter.

    Edit #2 :: For completeness, you should add a func_respawnroomvisualizer entity between the teleporter and the destination. Then set its filter so both teams will be blocked from entering.
     
    Last edited: Mar 16, 2010
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    You might wanna tell him that it's a teleporter. I only knew because of the images name.
     
  6. Terr

    aa Terr Cranky Coder

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    Yeah, it requires tricks. Vertical drops, sneaky teleports, precise triggers, push entities, etc.
     
  7. Lancey

    aa Lancey Currently On: ?????

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    I don't advocate using tricks really. Players shouldn't have a reason to want to go back through one way spawn exits.
     
  8. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Displacements will work, but only if you make sure the player goes the whole way through and doesn't decide to chicken out halfway.
     
  9. vonDelson

    vonDelson L1: Registered

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    Thank you all for those suggestions. I really appreciate it, but none of them will really work in my map. I'll find another solution...

    (kinda strange that there's no standard one-way wall entity in the game)