Kami's Palace

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If you're able to do something with AMXX, then obviously you can do it with SDK, as AMXX derives from SDK. I didn't say that the AMXX way would work, I just suggested to give you an example so you'd understand what I mean. Anyway, here it is.

PHP:
// This is where the plugin is initialized
public plugin_init()
{
	// Create a custom entity.
	// Not sure what's the exact classname for the said
	// spawn point entity, so I used "spawn_point".
	new ent = create_entity("spawn_point");
	
	// Set its coordinates.
	// Can be any values, like 99999.9, 99999.9, 99999.9.
	entity_set_origin(ent, Float:{13561.0, 64262.0, 4362346.0});
	
	// Now we set the coordinates of where the entity
	// teleports the player to.
	entity_set_vector(ent, EV_VEC_vuser1, Float:{53252.0, 252523.0, 12312.0});
	
	// Alter the entity's classname.
	// This should get rid of its initial function to work
	// as a spawn point for players. If not, some additional
	// actions should be made to identify this entity as not
	// a spawn point.
	entity_set_string(ent, EV_SZ_classname, "my_teleport");

	// There are other properties that need to be set, like entity's model
	// (invisible), size, if it's solid or not, etc. But I don't find it necessary
	// to do this here since it's only an example.
	
	// Now we hook the event when
	// "player" entity touches "my_teleport" entity.
	register_touch("my_teleport", "player", "OnPlayerTouchTeleport");
}

// This is called when player touches teleporter
public OnPlayerTouchTeleport(ent, client)
{
	// All what's left is to teleport the player to
	// the desired coordinates.
	new Float:origin[3];
	entity_get_vector(ent, EV_VEC_vuser1, origin);
	entity_set_origin(client, origin);
}
Again, this wouldn't necessarily work as I'm not even sure if AMXX works with ESFF itself. I'm showing you how it's possible to make a teleporter manually, as long as entities exist.
Im wondering more how precise that is. Unlike a player a point entity is just a point. going by memory of entity placement in hammer, the player would have to be positioned pin point accurately for the point to work. But im not sure how the hit box of the player affects that.
In any case its it the coders hands. Besides we have a working system for teleports. I just dont know if it can be called from the mappers side.
 
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Im wondering more how precise that is. Unlike a player a point entity is just a point. going by memory of entity placement in hammer, the player would have to be positioned pin point accurately for the point to work. But im not sure how the hit box of the player affects that.
I don't understand. Do you mean that the player has to be at exact coordinates for the "touch" (and thus teleport) to happen? Because through code you can set the entity's size. Imagine it as a cube of 1m[SUP]3[/SUP] (just invisible and non-solid, obviously). The "touch" is triggered once the player touches any part of the said cube.
 
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