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Teleporter Model Fix [message #13085] |
Thu, 10 April 2003 08:15 |
iscripter
Messages: 93 Registered: March 2003 Location: Netherlands
Karma: 0
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I, Webmaster of Nodnl.net, will change the link in General Havoc's tut
No Comment!
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Teleporter Model Fix [message #13099] |
Thu, 10 April 2003 08:45 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Um is it?
This is the paragraph with the link that needs changing
Quote: | Getting Started
This tutorial will guide you through making a working teleport on a map using Halo38's teleporter models. After you have completed this tutorial you should have enough information to add a teleport model and zone to any map. I will guide you through each step of making a teleport zone. You may wish to skip some steps if you know what your doing. The teleport works using a custom script written by Dante that needs to be setup correctly for it to work. The models can be found here.
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Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Teleporter Model Fix [message #13312] |
Fri, 11 April 2003 07:00 |
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Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
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General (1 Star) |
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couple of questions
Why are there 3 models of each?
I made my script zone exactly the way General havoc's Tut said....and when i got into the teleporter i had to jump...should i lower the zone?
A lil warning....if you jump into the zone and u teleport out into a wall you die.(just keep your teleport cords. a good square distance from any walls)
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
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Teleporter Model Fix [message #13522] |
Sat, 12 April 2003 06:50 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Titan1x77 | couple of questions
Why are there 3 models of each?
I made my script zone exactly the way General havoc's Tut said....and when i got into the teleporter i had to jump...should i lower the zone?
A lil warning....if you jump into the zone and u teleport out into a wall you die.(just keep your teleport cords. a good square distance from any walls)
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If you read the 'read me' strangly enought it will tell you why there are 3 of each, but ill save you the trouble, as they use moveing alpha enabled textures (namely the 'stealth effect') they look crap when you want to line 3 of the models up and the all the effects move at the same time so i have changed the linear offset very slightly in the differenet models, so they are staggered.
If you made it the same as in the tut you should not have to jump, move it foward a bit, look at some of the pics in the screenshots folder i included in the download for more help. make sure the zone covers your character in walkthough mode (like in the pics), this could be your problem.
The shots were taken after i tested it to see if it worked so the way i have it there is the way it needs to be. I tested lots of other meathods and this was the best/most convincing.
If you note down the co-ords exactly right there should be no events of you teleporting in to objects. all the ones i have coded and set up worked first time. Just take your time, lock the teleporter in position by hitting 'enter/return' when it is selected so you have no chance of accidentally moving it while messing around with the script zone.
I will be downloading any map that uses these models so make em good please
Havoc did you know there is a rounding up error with the script on the 'Z'axis when I type in 2.004 (I think) it rounded it down to 2.0 and that was displayed on the final params. it still worked mind no teleporting in to objects
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Teleporter Model Fix [message #13531] |
Sat, 12 April 2003 07:48 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Titan1x77 | ok thanks for clearing that up....i read the read me and i thought there were 3 textures you were not to move(or some crap like that)....i understand now
Whatr i meant about the trasporting itno object is that if you jump into the zone,You land past the coords.....say your suppose to land
10.23X
-21.45Y
1.2 Z
If you jump into the teleporter you might land on ...
11.02 X
-21.40 Y
1.2 Z
i had my zone set near a wall for one of the teleporters and since many people won't just walk in them...they'd prob jump they wont land exactly where the coords are.
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Negative,
The way the script works is when you touch it (in any place), it shifts the base of your character to the exact coordinates in your params. regardless of your characters velocity that you enter the zone in. you will be facing the same direction as you entered the zone in but none of the momentum will be carried over with the transition.
EDIT: heh heh spot the engineer
Eg. If your character was fired at a script zone at 100MPH! it would teleport to a stationary position of 0MPH @ a the given (X,Y,Z).
The transition is so quick that walking in is seemless, if you have setup you script zone right so the base of the character touches the (inner) base of the teleporter then if you jump in to the script zone you will be teleported down to the correct z position. I just confired this with myself in my test map (featured in the pics).
Quote: | Not a problem.,...i simply left room around all the area you teleport to.
| yup just like my pics
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
[Updated on: Sat, 12 April 2003 07:53] Report message to a moderator
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Teleporter Model Fix [message #15914] |
Mon, 21 April 2003 00:03 |
iscripter
Messages: 93 Registered: March 2003 Location: Netherlands
Karma: 0
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Recruit |
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Titan, can't you create a damage-zone in the teleporter and make some settings so you can get shot, but you can't die from a fall (don't know if it's possible, just a wild guess)
No Comment!
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