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First working Teleporter [message #-985156] |
Wed, 22 January 2003 18:32 |
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Hey great job. Keep up all the good owrk.
Question: Would it be possable to give it a teleposrting animtion inted of you just appearing in other spot?
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First working Teleporter [message #-985155] |
Wed, 22 January 2003 18:33 |
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Nice, hope to see this implemented in some DM or CTF maps. And Dante when do you expect to have Dante's Mod Echange up and running again
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First working Teleporter [message #-985152] |
Wed, 22 January 2003 23:00 |
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nice - i know there are some peeps that wanted to make a StarGate Mod --
and this will solve the problem.
are they two way? or one way?
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First working Teleporter [message #-985151] |
Thu, 23 January 2003 01:04 |
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quote: Originally posted by Dante: http://di.ww-unleashed.com/Movies/Teleport.wmv
not mymap, but my scripts.
Hate to say this Dante, but i already did that a while ago in a beta, Scorpio9a can tell you that (just ask about the Ion Station).
I did something funny and got your script working, LOL.
But still, good job (you knew what you were doing, I forgot how I fixed it, LOL)!
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First working Teleporter [message #-985150] |
Thu, 23 January 2003 02:32 |
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Dante did a good job on getting the script working. The map on the video is one i made to test the script. It works actually very well.
Dante, i don't mind you posting anything that has the map in, feel free to use it for examples or anything or if you wish to post the mod folder.
Great Job Dante
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First working Teleporter [message #-985148] |
Thu, 23 January 2003 02:49 |
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Still works okay for me. By the way thae map in the mod folder can be played in multiplayer for up to 4 players. I made the map in 10 minutes to test it online, i haven't got around to doing it, though i wouldn't have though it would cause any lag related problems online. If you do test it let us know if you encounter any problems.
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First working Teleporter [message #-985145] |
Thu, 23 January 2003 17:59 |
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Hey Dante, Im going to make you a nice teleportation pedastal to go alone with your script. Just for you buddy
I will give em straight to you, you can then release it in any way you want, i guess with the tutorial on how to do it, if you want. That is up to you. [ January 23, 2003, 13:01: Message edited by: DeafWasp ]
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First working Teleporter [message #-985144] |
Thu, 23 January 2003 06:29 |
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Thanks Deaf! i been itching for a teleporter Ped, 2 beacon peds look funny! Hurry and give them to dante so ... i ... can , borrow them
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First working Teleporter [message #-985142] |
Thu, 23 January 2003 07:13 |
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Well as my test map work out well in a game with my fellow clan member i have decided to finish off my map and release it. It is not the best map but it migh help you see how it works and give you some ideas. It's a Deatch match type game but with 4 teleporters and loads of different weapon spawners. I have released the map, here is some information:
Name: C&C_ColdValley-DM Type: Deathmatch with Teleporters Players: 2-20 Notes: This is my test map for the teleport script but i have updated it a bit with spawners and trees. There are 8 pedestals, the gold pedestals transport you to a red one, these are placed all over the map. The re-spawn time on most things is 5 to 25 seconds. The gameplay was quite good when i tested it with a fellow clan member. Test it out with 2 or more players and let me know what you think. The map may not be excellnt but it is mainly to demonstrate the working version of the Teleport script.
Download it at: <Coming Soon>
I'd like to thank Dante for all his help and of corse for making the script itself. I'd also like to thank L33FY who helped me test it.
New MIX version coming soon and bugs will be fixed. Also a pedestal for an ion/nuke to win the game will be included. [ January 25, 2003, 06:47: Message edited by: General Havoc ]
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First working Teleporter [message #-985140] |
Thu, 23 January 2003 10:43 |
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i guess that means i have the 3rd or 4th working teleporter? I have in under a defensive structure and teleports onto the top, where the flag will be. Lets hope i have the first CTF with teleporters
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First working Teleporter [message #-985139] |
Fri, 24 January 2003 04:26 |
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quote: Originally posted by DeafWasp: Hey Dante, Im going to make you a nice teleportation pedastal to go alone with your script. Just for you buddy
I will give em straight to you, you can then release it in any way you want, i guess with the tutorial on how to do it, if you want. That is up to you.
thanks man
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First working Teleporter [message #-985136] |
Fri, 24 January 2003 09:09 |
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quote: Originally posted by DeafWasp: can vehicles be teleported?
Yep! What's really fun is when you place a vehicle blocker for the marker and place it in mid air. Then send a vehicle throw and it floats!
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First working Teleporter [message #-985135] |
Fri, 24 January 2003 10:32 |
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Dante would it be possible to attach this teleport script to a vehicle, so like, when it secondary fires it teleports to the furthest specified point? If we had a point in each base you could have a chono tank that could either teleport to enemy base or teleport home if already in enemy base. I really need something like this for the Renegade: Battle for Dune mod
Great work, keep it up man! [ January 24, 2003, 17:32: Message edited by: killakanz ]
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First working Teleporter [message #-985134] |
Fri, 24 January 2003 19:10 |
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I don't know about a chrono tank but a chronosphere is sure possible now. I would have thought a new weapon script would need to be added to allow a vehicle to use teleport as a weapon. A chronosphere would be a good thing to add to a RA 1 or 2 mod. It could teleport tanks to the battlefield. It would be a nice thing to see in the RA 2 mod (www.chronowar.de).
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