Need assistence...again...in creating my remake for a test map only it
Hai guys this is mitch and i am still making that map that is a remake of mmy test map, would have been out already but my partner who is sopost to help me with the map has done shit for it so far

but he says he will start working on it real soon and i hope hes not lying because this map when its finished will be fairly small but stuffed to the brim with fun secrets, I will give you the first number if you can find all the secrets by yourself or with a group party, you will have to find absolutely ALL the secrets to understand what i mean by the first number

and i am hoping none of you are jackasses and will use some command that disables my noclip proof walls

anyways, back to why i made this post. Can anyone help me or walk me through how to make a button that when pressed will teleport a player to a spucific location but once the player is ported the teleport disables again? thanks. oh and p.s. ... dont fall off the bridge.
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Click For Banjo Boys Maps
you make my head hurt
Heres a tutorial I found on youtube by searching "How to make a teleporter in Source SDK": http://www.youtube.com/watch?v=6-TpLFf-rvI
Click For Banjo Boys Maps
I might know one that could.. well it wouldn't disable it.. it probably removes it completely.. unless the noclip proof wall is really stubborn like world brushes are.
if you wanna know so you can test if it would disable your evil walls of doom then.. pm me
The only way how you could, with a certain chance of success, protect the things players have to do in order to find the secrets is to make things goddamn complicated, with loads of entities to hide the actual connections and events. Theres some ways to make it hard to backtrack within hammer/other entity analyzing tools whats actually going on.
But since even creating a teleporter seems to be hard work for you, I highly doubt you'll be able to put any effective protection on your map's secrets, sorry
On a side note, why dont you go ahead and post some pictures of what you're mapping? People might give you useful hints.
The only way how you could, with a certain chance of success, protect the things players have to do in order to find the secrets is to make things goddamn complicated, with loads of entities to hide the actual connections and events. Theres some ways to make it hard to backtrack within hammer/other entity analyzing tools whats actually going on.
But since even creating a teleporter seems to be hard work for you, I highly doubt you'll be able to put any effective protection on your map's secrets, sorry
On a side note, why dont you go ahead and post some pictures of what you're mapping? People might give you useful hints.
ok first off I dont think teleport walls are stupid ideas for noclip proof maps and if i ever learn how i am gonna put some slight fog so that even if you disable the teleport walls its gonna be like finding a small piece of blond hair in a giant haystack because i will put the other areas of the map waaay out there in the future of the development so unless you get insanely lucky its gonna be pretty damn hard to find the secrets. and second off who actually has the patients to decompile a map and look at it just for secrets. and third off just because i am new to hammer doesnt mean i have trouble understanding every single feature when it is first introduced to me.