Physics respawn zones?

Dario D.

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Suppose an object falls out of the map...

How do you get it to respawn at it's origin if it leaves the playing area?

Doesn't DM_Avalon have something like that to prevent pbjects from sitting down on the skybox?

Thanks.
 
Trigger_multiple to detect when the object's fallen out of the map; point_teleport to bring it back to its starting location.

Skyboxes are evil. Mappers should make skies the real way.
 
Raeven0 said:
Trigger_multiple to detect when the object's fallen out of the map; point_teleport to bring it back to its starting location.

Skyboxes are evil. Mappers should make skies the real way.

The real way? Explain please
 
Well, if by "skybox" you mean a hollow box placed around the map to prevent leaks, then the real way is to use sky brushes to seal the map (in the same way a ceiling or a wall seals the map); otherwise, the unneeded Outside of the map is compiled into the BSP.

Our friends at Valve now say 3D skybox and 2D skybox, though... I make a motion we refer to valid skies as "skies" and leak prevention boxes as "skyboxes" to avoid confusion.
 
actually, you should find that if you have a prop_physics_respawnable if it is moved out of its area for a certain amount of time and is inactive (not picked up/touched etc) it should repawn back to it's original loation anyway
 
Ah, yeah, thanks.

Does it waste resources at all then to make things like barrels props_physics_respawnable?

...however, I won't be wanting things like tables and debris to always respawn... just things that have been thrown out of the playing areas. :O

Trigger_multiple to detect when the object's fallen out of the map; point_teleport to bring it back to its starting location.

Can you explain what you mean? Do you mean surround the map with triggers that are linked to point_teleport entities?
 
You place a block in every place you'd like the prop to respawn from, tie all the blocks to a trigger_multiple, set up its flags and filter such that the prop in question can trigger it, then give it this output:

output OnTrigger
target returntele1
input Teleport

Then, a point_teleport named returntele1 with its "Teleport Home" flag checked. Should work...
 
Ok, I set up the rig, but it doesn't seem to be working.

I threw a barrel into the trigger and it didn't respawn.

I made a huge trigger_multiple, gave it the tools>trigger texture, disabled Clients flag, enabled the Physics Objects flag, adjusted the outputs according to:

output OnTrigger
target returntele1
input Teleport

- as well as a delay of 5.00 seconds.
 
And you have a point_teleport named returntele1 that's set to teleport the prop in question?
 
Strange. It works fine for me.

Potential problem: you'd need a point_teleport for every one of your props, as well as a logic_case allowing the appropriate prop to be teleported...
 
EVERY physics prop needs a point_teleport??

There are about 100 of them :O
 
Good luck :P

You might consider making a new instance of the prop with an OnBreak-firing-point_template output, but that'd require setting up a point_template and output for all of your 100 props.

Or just make the outer areas of the map inaccessible to props. :P
 
I tried and tried, but I couldn't get the system working. Objects fall out of the map, through the trigger n' everything, and nothing happens.

Can someone setup a test rig?
 
It's been a couple of months, so by now I've played avalon and can say that there's a trigger_teleport brush under the map that teleports everything to an info_target at the top.
 
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