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Demon Teleporters & Bouncepads (Legacy)

See the Following Page Before Proceeding

Information

Not all single player maps contain Invasion entities, you may need to pull resources from a map that does via AssetsInfo.

  • Demon Players are not as nimble as the Slayer, but have greater jump heights. They cannot grab onto climbable walls, use idTrigger_GorillaBar monkey bars, or use idTrigger_Bounce jump pads by default.
  • Demon Players are also considerably larger than the Slayer. Their clipmodel determines their hitbox radius. Some single player maps have narrow corridors that Demon Players may struggle to fit through, if at all.
  • Demon teleporters or bouncepads may be needed to help the Demon Player traverse through the map.

Teleporters

Timeline

This applies the cooldown for two-way teleporters so they cannot be abused.

entity {
	layers {
		"game/pvp/demon_team" // Applies only to Demon Players
	}
	entityDef invasion_portal_timeline_1 {
	inherit = "target/timeline";
	class = "idTarget_Timeline";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false; // Must be false so cooldown is not shared globally
	disableAIPooling = false;
	edit = {
		flags = {
			noFlood = true;
		}
		networkSerializeTransforms = false;
		spawnPosition = {
			x = 1;
			y = 1;
			z = 1;
		}
		componentTimeLine = {
			entityEvents = {
				num = 2;
				item[0] = {
					entity = "invasion_portal_fx_demon_1";
					events = {
						num = 2;
						item[0] = {
							eventCall = {
								eventDef = "hide"; // Hide 1st effect upon activation
								args = {
									num = 0;
								}
							}
						}
						item[1] = {
							eventTime = 5000;
							eventCall = {
								eventDef = "show"; // Show 1st effect after 5 seconds
								args = {
									num = 0;
								}
							}
						}
					}
				}
				item[1] = {
					entity = "invasion_portal_fx_demon_2";
					events = {
						num = 2;
						item[0] = {
							eventCall = {
								eventDef = "hide"; // Hide 2nd effect upon activation
								args = {
									num = 0;
								}
							}
						}
						item[1] = {
							eventTime = 5000;
							eventCall = {
								eventDef = "show"; // Show 2nd effect after 5 seconds
								args = {
									num = 0;
								}
							}
						}
					}
				}
			}
		}
		allowClientsToStart = true; // Must be true
		shouldForceTimelineFinish = true; // Must be true
	}
}
}

Dynamic Entity (Backer)

This entity adds collision for the teleporter and reveals the position of the teleporter even when on cooldown.

entity {
	entityDef invasion_portal_back_1 {
	inherit = "func/dynamic";
	class = "idDynamicEntity";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		spawnPosition = { // Set the spawn position roughly -0.2 (on the x or y axis) behind the portal FX
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = { // Backer should be standing upright
			mat = {
				mat[0] = {
					x = 0;
					y = 0;
					z = -1;
				}
				mat[1] = {
					x = -1;
					y = 0;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 1;
					z = 0;
				}
			}
		}
		renderModelInfo = {
			model = "art/kit/hell/bridge/bridge_archPillar_a_divider.lwo";
			scale = { // Do not change the scale, it will break collision
				x = 0.66;
				y = 0.66;
				z = 0.5;
			}
		}
		clipModelInfo = {
			clipModelName = "art/kit/hell/bridge/bridge_archPillar_a_divider.lwo"; // Adds collision
		}
	}
}
}

Portal FX (Slayer Team)

entity {
	layers {
		"game/pvp/slayer_team" // Only the Slayer can see this FX
	}
	entityDef invasion_portal_fx_slayer_1 {
	inherit = "func/fx";
	class = "idEntityFx";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			canBecomeDormant = true;
		}
		dormancy = {
			delay = 5;
			distance = 78.029007;
		}
		spawnPosition = { // Position should be identical to the FX on the demon team
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = { // Orientation should be identical to the FX on the demon team
			mat = {
				mat[0] = {
					x = 0;
					y = 1;
					z = 0;
				}
				mat[1] = {
					x = -1;
					y = 0;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
		renderModelInfo = {
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
		flags = {
			hide = false;
		}
		fxEffect = "gameplay/invasion/teleporter_flat_demon"; // FX is red
	}
}
}

Portal FX (Demon Team)

entity {
	layers {
		"game/pvp/demon_team" // Only Demon Players can see this FX
	}
	entityDef invasion_portal_fx_demon_1 {
	inherit = "func/fx";
	class = "idEntityFx";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			canBecomeDormant = true;
		}
		dormancy = {
			delay = 5;
			distance = 78.029007;
		}
		spawnPosition = { // Position should be identical to the FX on the slayer team
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = { // Orientation should be identical to the FX on the slayer team
			mat = {
				mat[0] = {
					x = 0;
					y = 1;
					z = 0;
				}
				mat[1] = {
					x = -1;
					y = 0;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
		renderModelInfo = {
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
		flags = {
			hide = false;
		}
		fxEffect = "gameplay/invasion/teleporter_flat_slayer"; // FX is blue
	}
}
}

Teleporter

entity {
	layers {
		"game/pvp/demon_team" // Only demon players can use the teleporter
	}
	entityDef invasion_portal_from_1 {
	inherit = "trigger/teleporter";
	class = "idTrigger_Teleporter";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false; // Must be false so cooldown is not shared globally
	disableAIPooling = false;
	edit = {
		clientCanActivate = true; // Must be true
		fxExtraCondition = "FX_EXTRA_COND_MAX";
		sounds = {
			activated = "play_arena_teleporter_use";
		}
		spawnPosition = { // Position should be close to the idDynamicEntity backer
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		renderModelInfo = {
			model = NULL;
		}
		clipModelInfo = {
			type = "CLIPMODEL_CYLINDER";
			size = { // Scale based on portal size
				x = 1;
				y = 3;
				z = 2;
			}
			clipModelName = NULL;
		}
		targets = {
			num = 1;
			item[0] = "invasion_portal_timeline_1"; // Activate the timeline to show and hide FX
		}
		dormancy = {
			playerDistance = 6;
			playerRearwardDistance = 6;
		}
		flags = {
			hide = false;
		}
		wait = 5; // Deactivate both teleporters for 5 seconds
		playerCanActivate = false; // Slayer cannot activate
		demonPlayerCanActivate = true; // Demon players can activate
		otherTeleporter = "invasion_portal_from_2"; // Deactivate this teleporter
		destination = "invasion_portal_dest_1"; // Go to this destination when activated
	}
}
}

Destination

entity {
	entityDef invasion_portal_dest_1 {
	inherit = "info/teleport_destination";
	class = "idInfo_TeleportDestination";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		spawnPosition = { // Position should be just foward of the opposing idTrigger_Teleporter
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = { // Orientation should be identical to the opposing idEntityFx
			mat = {
				mat[0] = {
					x = 0;
					y = 1;
					z = 0;
				}
				mat[1] = {
					x = -1;
					y = 0;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
	}
}
}

Bouncepads

Due to local hosting issues, added bouncepad entities may not work for clients, regardless if their resources exist in the map.

Dynamic Entity (Backer)

This entity better communicates the location of the bouncepad.

entity {
	entityDef invasion_bouncepad_back_1 {
	inherit = "func/dynamic";
	class = "idDynamicEntity";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		spawnPosition = { // Set the position roughly -0.2 (on the z axis) behind the emitter FX
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = { // Backer should be laying on the ground
			mat = {
				mat[0] = {
					x = 0.707107;
					y = -0.707107;
					z = 0;
				}
				mat[1] = {
					x = 0.707107;
					y = 0.707107;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
		renderModelInfo = {
			model = "art/kit/hell/bridge/bridge_archPillar_a_divider.lwo";
			scale = { // Do not change the scale, it will break collision
				x = 0.66;
				y = 0.66;
				z = 0.5;
			}
		}
		clipModelInfo = {
			clipModelName = "art/kit/hell/bridge/bridge_archPillar_a_divider.lwo"; // Adds collision
		}
	}
}
}

Emitter FX (Slayer Team)

entity {
	layers {
		"game/pvp/slayer_team" // Only the Slayer can see this FX
	}
	entityDef invasion_bouncepad_fx_slayer_1 {
	inherit = "func/fx";
	class = "idEntityFx";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			canBecomeDormant = true;
		}
		dormancy = {
			delay = 5;
			distance = 78.029007;
		}
		spawnPosition = { // Position should be identical to the FX on the demon team
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		fxEffect = "gameplay/invasion/bounce_pad_slayer"; // Emitter is red
		spawnOrientation = { // Orientation should not be changed
			mat = {
				mat[0] = {
					x = 1;
					y = 0;
					z = 0;
				}
				mat[1] = {
					x = 0;
					y = 1;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
		renderModelInfo = {
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
	}
}
}

Emitter FX (Demon Team)

entity {
	layers {
		"game/pvp/demon_team" // Only Demon Players can see this FX
	}
	entityDef invasion_bouncepad_fx_slayer_1 {
	inherit = "func/fx";
	class = "idEntityFx";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			canBecomeDormant = true;
		}
		dormancy = {
			delay = 5;
			distance = 78.029007;
		}
		spawnPosition = { // Position should be identical to the FX on the slayer team
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
        automapPropertiesDecl = "invasion_bounce_demon";
		fxEffect = "gameplay/invasion/bounce_pad_demon"; // Emitter is purple
		spawnOrientation = { // Orientation should not be changed
			mat = {
				mat[0] = {
					x = 1;
					y = 0;
					z = 0;
				}
				mat[1] = {
					x = 0;
					y = 1;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
		renderModelInfo = {
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
	}
}
}

Bouncepad

entity {
	entityDef invasion_bouncepad_from_1 {
	inherit = "trigger/bounce_pad";
	class = "idTrigger_BouncePad";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			canBecomeDormant = true;
		}
		launchFX = "fx/bounce_pad/basic";
		spawnPosition = { // Position should be roughtly +1 (z axis) above the FX
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		renderModelInfo = {
			model = NULL;
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
		clipModelInfo = {
			clipModelName = "maps/game/sp/e1m3_cult/e1m3_cult/invasion_x_bouncepad_from_1";
			size = {
				x = 1.5;
				y = 1.5;
				z = 1;
			}
		}
		playerCanActivate = false; // Slayer cannot activate
		demonPlayerCanActivate = true; // Demon players can activate
		destination = "invasion_bouncepad_dest_1"; // Fly to this destination when activated
		launchSpeed = 32; // Speed demons will fly upwards
	}
}
}

Destination

entity {
	layers {
		"game/pvp/demon_team" // Only demon players can be launched
	}
	entityDef invasion_bouncepad_dest_1 {
	inherit = "info/bounce_destination";
	class = "idInfo_BounceDestination";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		spawnPosition = { // Increase z axis position close to the destination
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = { // Orientation does not matter
			mat = {
				mat[0] = {
					x = 1;
					y = 0;
					z = 0;
				}
				mat[1] = {
					x = 0;
					y = 1;
					z = 0;
				}
				mat[2] = {
					x = 0;
					y = 0;
					z = 1;
				}
			}
		}
		renderModelInfo = {
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
	}
}
}