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FPSC Classic Scripts / Triggerzone Teleport

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creator of zombies
18
Years of Service
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 13th Dec 2006 18:00
Hi guys,
I have a problem. I want to be able to teleport by stepping into a triggerzone,not that big ugly teleporter segment. I start by placing a triggerzone in the level and naming it IN. then i place another trigger zone in the level and name it OUT. Then i set the mai script of IN to transport if used. Then i type OUT in the ifused box. Anyway,when i test it. Nothing happens. What am i doing wrong??. I would be very greatful if someone could provide a script,or tell me how to do this.

Thanks


-Josh-


ps- Yes, I have used the search featrue

Demon sun. coming 2007

FredP
Retired Moderator
18
Years of Service
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Joined: 27th Feb 2006
Location: Indiana
Posted: 13th Dec 2006 18:24
You can use the program Signs to make a transparant floor entity and then give it the teleport script as its main AI.

creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 13th Dec 2006 18:35 Edited at: 13th Dec 2006 18:36
I have some questions.
1) I have signs 2. I don't think that makes transparent floors. If it does,how?

2) What teleport script do you mean? I am looking for a teleport script


Thanks


Josh

Demon sun. coming 2007

Nue B
19
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Joined: 20th Nov 2005
Location: Indy
Posted: 13th Dec 2006 18:56
Just naming the Zone "IN" or "OUT" wont work. You have to give the zone the full name which the script is calling for. I think it's "telleporterin" and "telleporterout" read over the .fpi scripts to see the names each is calling for. SignsIV is great but you don't need it to do this.

Nue B. or not Nue B. That is the question.
xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 13th Dec 2006 19:36 Edited at: 13th Dec 2006 19:50
It's very simple to move the player from one location to another using entities. Just place two dynamic objects, it doesn't matter what they are, use whatever looks or works best in your game. The one where the player ends up, or moves to, should be on the floor and in a space big enough for the player to stand. Moving to something on a wall may cause the player to get stuck.

Use this script on the first (from) entity:


and substitute the name of the second (To) entity for name_of_entity in the script. Be sure there is only one entity with that name.

Best

EDIT: I was talking with someone earlier (can't remember who or what I had for breakfast) about the size of the grid and how we could work around it.

Imagine walking into the shadows of a room or hall at the edge of the grid and instantly being on another layer of the grid and walking back out of the shadows as if it never happened.

One possible workaround anyway.

I'm sorry, my answers are limited. You must ask the right question.

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