Triggerable Playerstarts in Bunnytrack Maps?

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Dare
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Triggerable Playerstarts in Bunnytrack Maps?

Post by Dare » Sat Apr 12, 2008 8:27 am

In Monster Hunt maps people can make it so that when you have completed a certain objective you can spawn from a different place. Is it possible to make that in a BT map?
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by Shade » Sat Apr 12, 2008 10:32 am

Why it shouldnt be possible? But its really nonsense. Noobs will wait for the better players to get a new respawn point. In situation like this, noobs will never learn how to play Bunnytrack. ;)

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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by Dare » Sat Apr 12, 2008 12:49 pm

No I mean only you can spawn from there. Once you have capped you have to start from the first spawn point again.
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by niX » Sat Apr 12, 2008 2:32 pm

i had this idea a long time ago, and im sure its very possible with some scripting.
ill ask around;

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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by GenMoKai » Sun Apr 13, 2008 7:20 pm

maybe you can do something like that with teleports, when you fall off, you go to start of that part of track :) like a small training BT for newbies :)
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Dare
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by Dare » Sun Apr 13, 2008 8:06 pm

Theres already that in the I4Games server and some random maps where the mapper has editted them for it. But thats completely different.
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][X][~FLuKE~][X][
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by ][X][~FLuKE~][X][ » Mon Apr 14, 2008 6:36 pm

would conflict badly with BT mods, especially the Records. Not any good for BT, even though BT can be frustrating and you wish it would boost you to where you died....not a good idea in the long run..:wink:

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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by Dare » Tue Apr 15, 2008 3:14 pm

Not to where you died...

What I mean is would it be possible for someone to make a map where there are checkpoints where when you die you go to your last checkpoint. Then when you have captured all your checkpoints are reset and you start from the begining.
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by -Feint- » Thu Apr 17, 2008 11:27 am

Testaccount wrote:There IS something similar to this.

I cannot remember what it is called or where to find it though. Sorry. :oops:

It utilises PLAYER positioned Teleporters. When you spawn you can place a teleporter, then if you reach a point where you think you will die you can set another teleporter to return you to that point.

Now before you worry about timecheating - The teleporters also take note of how long it took you to get to where you died. Meaning that if you placed the exit point at 2minutes 4 seconds, IF you enter the Entrance teleporter you automatically have a time of 2m4s. :mrgreen:
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by Dare » Thu Apr 17, 2008 8:03 pm

Is that a map or a modification because I talking about a map :tu:
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by -Feint- » Fri Apr 18, 2008 10:58 am

Testaccount wrote:ah right its a mod.

Asfar as I know this mod is the only way to establish "checkpoints" without people abusing it (time jumping).

If you wanted it in a map it would be simple just to set up a locked cage with a teleporter in it, but as stated earlier. The lesser players would just wait for the better players to unlock them + you would end up with caps of 10 seconds or so on large maps.
DanomanUK@i4games-Forum wrote:Nah, people bitch one way or another.
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Re: Triggerable Playerstarts in Bunnytrack Maps?

Post by Dare » Fri Apr 18, 2008 4:27 pm

I don't think you understand what I'm asking so never mind :tongue:
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