Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

inactive teleporters.....

Page: 1 of 1
 vas_zag
03-28-2004, 12:18 PM
#1
im trying to make a teleport that start off inactive but then when you hit a trigger it activates it for a few seconds and then i deactivates again
i remember it in a map from jk2 "MCC village" in the courthouse

anyone help?:(
 Jedi_Vogel
03-29-2004, 7:06 AM
#2
If all else fails have a sliding door in front of it, which opens for a set time and then shuts again. I'm only just starting to use teleporters so I can't help you directly. But it's an idea.
 WadeV1589
03-29-2004, 10:49 AM
#3
trigger_multiple->target_activate->trigger_teleport
trigger_multiple->target_delay->target_deactivate->trigger_teleport

Both mentions of trigger_multiple and target_teleport are the same entities, I just wrote them twice to show the 2 'paths'.

Set the trigger_teleport to inactive.
Give the target_delay a wait value.
Set the trigger_multiple to player_use or use a func_usable.
 vas_zag
04-02-2004, 9:26 PM
#4
thanks you see thats what i thought but when i looked the trigger_teleport has no inactive checkbox :confused:
Page: 1 of 1