Random output at random time (problems fixed so far)
but I don't know how to do the "meeting a pokemon in grass" thing. I guess I have to use the logic-case.
So something with:
Min/ max refire for when the monster should show up
Different map changes for which monster it should be (map change, because the whole battle should be a new map maybe?)
And then to teleport back to the place you left...
How could this be done?
So you want the map to teleport you when a pok'emon pops out of the grass? Use a point_teleport to teleport the player to the battle area and then teleport them back using another point_teleport which was parented to the player. You will need to unparent the point_teleport for returning and then reparent when the battle has finished.
The "entity to teleport" value in your point_teleport should be !player.
Hope this helps.
chickenmobile wrote:
Well first you would need to allocate areas that would act as the grass. These would be areas that have triggers. When you start touch the trigger it will activate a timer which would fire at a random time (you would use the maximum random time value to set this). And then make the time point to a logic_case which will use the PickRandom input which will pick your random pokemon.So you want the map to teleport you when a pok'emon pops out of the grass? Use a point_teleport to teleport the player to the battle area and then teleport them back using another point_teleport which was parented to the player. You will need to unparent the point_teleport for returning and then reparent when the battle has finished.
The "entity to teleport" value in your point_teleport should be !player.
Hope this helps.
It's awesome! Ive got free this weekend
guess I've got a project 
EDIT: Ow i ran into a problem. I can't parent a point_teleport. Could i fix this by using a brush tied to trigger_teleport and then parent an info_target to !player?
EDIT: It works! Almost
My problem is that i cannot parent an info_target to !player
How can i do that?
Trigger->OnStartTouch->info_target->SetParent->!activator
chickenmobile wrote:
info_target should be able to parent to the player. When the player spawns, make them fall or walk into a trigger (or even teleport them so then the position will be exact) which will parent the info target to the player.
Trigger->OnStartTouch->info_target->SetParent->!activator
Aaaaah thats a good idea! Yup! I guess the player location will be excact if the player spawns inside the trigger at the same place as the info_target-
Ow this really screwed up... You had a nice idea. I just guess mixing it with the stuff i made just didn't work
I'll come up with an alternative 