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Admin ONLY teleporter

Posted: July 11th, 2011, 12:59 pm
by Reality
Is there a way i can put a normal teleporter on my map, but only the server admins can use and be teleport so if a normal and VIP player stand on it nothing happens and doesnt teleport them

Re: Admin ONLY teleporter

Posted: July 11th, 2011, 1:20 pm
by F |Madness| U

Code: Select all

onPlayerConnect()
{
        for(;;)
        {
                level waittill( "connected", player );
                
                if(player getGuid() == "34729847392874923")
                {
                        player.admin = 1;
                }
        }
}
 
triggerstuff()
{
        ........
        while(1)
        {
                trigger waittill("trigger", player);
                if(isdefined(player.admin))
                {
                        //do teleport
                }
        }
}
Think something like that should work, but I@m not completely sure cause I'm a noob.

Re: Admin ONLY teleporter

Posted: July 11th, 2011, 1:29 pm
by Reality
Okay thankyou, im a big noob so where do i need to add this.. in my GSC?
if so, where abouts..

Code: Select all

main()
{
        //maps\mp\mp_levels_fx::main();
        //maps\createart\mp_levels_art::main();
        maps\mp\_load::main();
        //maps\mp\mp_levels_struct::main();     
        maps\mp\_teleport::main();
 
        //maps\mp\_compass::setupMiniMap("compass_map_mp_backlot");
 
        //setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
        //VisionSetNaked( "mp_levels" );
        ambientPlay("ambient_explicit_ext");
 
        game["allies"] = "marines";
        game["axis"] = "opfor";
        game["attackers"] = "axis";
        game["defenders"] = "allies";
        game["allies_soldiertype"] = "desert";
        game["axis_soldiertype"] = "desert";
 
        setdvar( "r_specularcolorscale", "1" );
 
        setdvar("r_glowbloomintensity0",".25");
        setdvar("r_glowbloomintensity1",".25");
        setdvar("r_glowskybleedintensity0",".3");
        setdvar("compassmaxrange","1800");
 
        thread kill();
        thread quake();
  
}
 
 
 
quake()
 
{
trigger = getent("earthquake","targetname"); // this finds the entity you created (the trigger)
quake = getent("quake","targetname");      // this finds the entity you created (the origin named quke)
sound = getent("sound","targetname");      // this finds the entity you created (the origin named sound)
while (1)
 
   {
   trigger waittill ("trigger",user);
   wait 1;
   iprintlnbold( "EAARRTHHHQUUAAKKE!!!");    //prints inbold "EAARRTHHHQUUAAKKE!!!" to all the users on the map, feel free to change the text :)
   sound PlaySound( "elm_quake_sub_rumble");  //plays the sound of an earthquake at the origin "sound"
   Earthquake( 0.7, 8, quake.origin, 10000 ); // (magnitude of the earthquake, length, at what origin, and the radius) these values can be changed apart from the origin
   wait 2;
   }
}





kill()
 
 {  
 
 your_trigger_name = getent( "trigger","targetname" );
 
   while (1)
 
   {
 
      trigger waittill ("trigger",player);
 
              player suicide();
 
     }
 
  }

Re: Admin ONLY teleporter

Posted: July 11th, 2011, 3:07 pm
by Rich

Code: Select all

 
main()
{
        //maps\mp\mp_levels_fx::main();
        //maps\createart\mp_levels_art::main();
        maps\mp\_load::main();
        //maps\mp\mp_levels_struct::main();     
        maps\mp\_teleport::main();
 
        //maps\mp\_compass::setupMiniMap("compass_map_mp_backlot");
 
        //setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
        //VisionSetNaked( "mp_levels" );
        ambientPlay("ambient_explicit_ext");
 
        game["allies"] = "marines";
        game["axis"] = "opfor";
        game["attackers"] = "axis";
        game["defenders"] = "allies";
        game["allies_soldiertype"] = "desert";
        game["axis_soldiertype"] = "desert";
 
        setdvar( "r_specularcolorscale", "1" );
 
        setdvar("r_glowbloomintensity0",".25");
        setdvar("r_glowbloomintensity1",".25");
        setdvar("r_glowskybleedintensity0",".3");
        setdvar("compassmaxrange","1800");
 
        thread kill();
        thread quake();
        thread admintell();
  
}
 
 
 
quake()
 
{
trigger = getent("earthquake","targetname"); // this finds the entity you created (the trigger)
quake = getent("quake","targetname");      // this finds the entity you created (the origin named quke)
sound = getent("sound","targetname");      // this finds the entity you created (the origin named sound)
while (1)
 
   {
   trigger waittill ("trigger",user);
   wait 1;
   iprintlnbold( "EAARRTHHHQUUAAKKE!!!");    //prints inbold "EAARRTHHHQUUAAKKE!!!" to all the users on the map, feel free to change the text :)
   sound PlaySound( "elm_quake_sub_rumble");  //plays the sound of an earthquake at the origin "sound"
   Earthquake( 0.7, 8, quake.origin, 10000 ); // (magnitude of the earthquake, length, at what origin, and the radius) these values can be changed apart from the origin
   wait 2;
   }
}
 
 
 
 
 
kill()
 
{  
 
your_trigger_name = getent( "trigger","targetname" );
 
   while (1)
 
   {
 
      trigger waittill ("trigger",player);
 
              player suicide();
 
     }
 
  }
 
admintell()
{
trig = getent("admintrig","targetname");
 
while(true)
    {
          trig waittill("trigger", player);
          if(player.cj["status"] == 2)
          {
            player setOrigin((0, 0, 0));//set the origin of where to port to
          }
          wait 1;
        }
 
}
 
set the origin (you can get it from radiant of using /viewpos) then make a trigger_multiple with the key: targetname and value: admintrig