Druid Bremen Posted March 20, 2004 Share Posted March 20, 2004 Okay, so, I'm making a type of trap. Its at the bottom of the map, and I want it to be work so that the player who falls inside, will get transported back to the top. Trouble is, I do not want that teleportation effect. I want it to be seamless, and have it lead from the bottom back to the top. And no, I do not want it to make the player fall inside, then curve all the way around the map. If you play UT, there's a particular map there that has this effect. Well, I'm making one such map, so please help. Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 20, 2004 Share Posted March 20, 2004 There are no keys you can set to disable the transport effect...sorry. You'd have to include a global disabler (replacement EFX files)..but then all maps and all teleport points would loose the effect. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 21, 2004 Author Share Posted March 21, 2004 Ahh... Then is there any way of getting around this? Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 21, 2004 Share Posted March 21, 2004 Scripting comes to mind but this is only a rough idea: You'll need a trigger_multiple where you want to teleport from, a ref_tag at the destination. A target_scriptrunner fired by the trigger_multiple and a script which uses the set ( <SET_TYPES> "SET_ORIGIN", $tag("targetname of ref_tag", ORIGIN)$ ) command. Never tested so again: this is only an idea. Link to comment Share on other sites More sharing options...
zag Posted March 21, 2004 Share Posted March 21, 2004 no well you could put the pk3 in a folder in gamedata and then load it from the mods selection menu i suppose....then it wont effect all the maps all the time Link to comment Share on other sites More sharing options...
WadeV1589 Posted March 21, 2004 Share Posted March 21, 2004 There is a problem using scripting to move players in MP, I tried it in SGEgyptJA to remove the transport effects and ended up with players that you could run through and couldn't hit with a saber! However other weapons worked fine...very odd thing that. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 21, 2004 Author Share Posted March 21, 2004 Originally posted by Leslie Judge Scripting comes to mind but this is only a rough idea: You'll need a trigger_multiple where you want to teleport from, a ref_tag at the destination. A target_scriptrunner fired by the trigger_multiple and a script which uses the set ( <SET_TYPES> "SET_ORIGIN", $tag("targetname of ref_tag", ORIGIN)$ ) command. Never tested so again: this is only an idea. Err... Could you please explain what this does? I'm a complete at scripting and using it. Link to comment Share on other sites More sharing options...
lassev Posted March 21, 2004 Share Posted March 21, 2004 Originally posted by Leslie Judge Scripting comes to mind but this is only a rough idea: You'll need a trigger_multiple where you want to teleport from, a ref_tag at the destination. A target_scriptrunner ... Never tested so again: this is only an idea. And don't forget to check the "runonactivator" flag in the scriptrunner's entity properties. Needless to say, since I have only mapped SP, I haven't tried this in action... Originally posted by WadeV1589 There is a problem using scripting to move players in MP, I tried it in SGEgyptJA to remove the transport effects and ended up with players that you could run through and couldn't hit with a saber! However other weapons worked fine...very odd thing that. Interesting. If I ever will script for MP, I must study that issue. Maybe the client-server-other clients link is not fully supporting the scripted teleportation and doesn't convey the message through succesfully. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 22, 2004 Author Share Posted March 22, 2004 So, bluntly speaking, it can't be done? Link to comment Share on other sites More sharing options...
lassev Posted March 22, 2004 Share Posted March 22, 2004 Well, according to WadeV's experience the scripting might not be a reliable method in this situation. However, if I were you and some cool part of my map depended on this, I would still try scripting. It shouldn't take you much longer than the compile time to test it, so it's hardly an unreasonable thing to do, even if the result may not be working after all. You know, it's big profit with little work if it turns out to be working after all. Link to comment Share on other sites More sharing options...
Druid Bremen Posted March 22, 2004 Author Share Posted March 22, 2004 Well, as I said before, I'm a complete newbie at scripting. And yes, this trap is the center of the map. Well.. I suppose I shall just have to mask the teleportation effect as something, maybe damage... Well, thanks anyway. I'll see how it works out. Link to comment Share on other sites More sharing options...
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