Trader Shortcut Teleport volume?

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avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
What i am trying to achieve:

To make it a little easier i've made shortcuts in my map to help you get to the trader quicker but these ONLY open up during the correct trader time.

However when the trader time runs out you can get trapped inside the shortcut with no way out. Because of this i want to set up a teleporter volume to kick you out like the shopvolume does when time is up.

This is what i've tried to do to get it working:

1) Added a physics volume in the shortcut areas
2) Added an aiscript to say when the trader time ends (activates another aiscript)
3) Other aiscript handles where you are and where you get teleported to.

My attempt so far:
http://www.megaupload.com/?d=6PGEUULH[url]http://www.megaupload.com/?d=6PGEUULH[/URL]

The Results:

It mostly works, the aiscript will activate the physics volume at the right time but does not teleport you if you are inside the volume, you have to be walking into the volume for it to work.

Any ideas on how i can make it so that if you are already INSIDE the volume you will get teleported.

I've considered using a counter trigger but have no idea what this would be like with a team or even how to make it work the way i want it to.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
why not just increase the size of the shop volume? same tag, but edit the enabled probability.

but if what you have planned is, i go thru the trader door but i STILL cant trader, no, i have to run even farther to the actual trading spot even though i am on the inside of the trader door, then that would be a TRAVESTY!
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
The shortcuts just help because all the traders are only around 30m but to get there it could take a full minute.

The Trader forces you to go to a different end of the map giving players different situations to deal with.

If they could just shop at the shortcut it would make the gameplay bland since you would be able to stay in one area.
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
The shortcuts just help because all the traders are only around 30m but to get there it could take a full minute.

The Trader forces you to go to a different end of the map giving players different situations to deal with.

If they could just shop at the shortcut it would make the gameplay bland since you would be able to stay in one area.

sounds interesting but might not be as fun as you think.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
I could just leave the shortcut out but people who don't realize how long it could take to get there end up being screwed.

Personally i love the map and find it great fun even without the shortcuts
 

dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
i see what you mean. theres 2 points out of the 7 traders that are awkward to get too

These 2 traders have the shortcuts which make it easy to get to them. The point was to avoid the having to constantly travel. i'd rather dig in and defend.

However the way it currently is if you try to use the shortcut with very little time left you end up being trapped, Hense the teleporters i'm working on
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Let us know if you figure this one out. I have a similar situation, only my 'shortcut' is the *only* way to get to the Trader. Currently, you if you are in the shop volume when trading is over, you'll get thrown back into the level as normal. But, if you are in the inbetween space, you get trapped between two "doors" and there's nothing to do except grenade yourself.

This may seem somewhat unacceptable in that griefers could sit in that spot and stop the game progressing if the rest of the squad gets wiped out. But since this would be no different to griefers sitting in exploit areas on KF-Manor, I'm not too worried.
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
I just had an idea and I feel kinda ridiculous because I racked my brain on this for ages, and only when I write my previous response to you do I come up with a new idea.

You just need another (one way) out that doesn't lead to an exploit spot.

For me, my "limbo area" is just a vertical shaft with a ladder. The Trader is on the upper level and there is a TraderDoor allowing access to the shaft at the bottom level. So I can do the following:
-Add an extra Trader "door" mover at the bottom of the shaft. This opens like a trapdoor when trading is over (and is closed when trading is in progress) and beneath it is an ordinary teleporter back into the map.
-beneath the trapdoor is a teleporter to throw the player back where he meant to be, just outside the shaft entrance

For you, not sure what the geometry of your 'shortcut' is like, I'm right then you should be able to use a similar "reversed open/shut" KFTraderDoor mover to allow access to another teleporter. The only flaw I can think of is that the player won't be forced to use it and could sit there in limbo if he likes (in my case I might be able to prod him off the ladder)

Will edit my post once I've had a chance to confirm if it works or not
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Just wanted to update that I am really happy with the result of the workaround I suggested in last post. I ended up having two extra KFTraderDoors, one being the trapdoor at the bottom of the limbo area, and another that starts above the shaft and falls down to the bottom of it, pushing off any player who is clinging onto the ladder. The player falls down into the dark, scary basement and probably surrounded by zombies! There seems to be no exploit now.