Dev_Anj on 16/11/2015 at 00:23
Since the Tutorials thread mentioned that making a thread for a tutorial is recommended, I did so. Here's the tutorial again:
I figured out how to make a fade in teleport after Yandros mentioned using tnhscript and NVScript. I see that it hasn't been documented well however and is a bit of work, so I made a tutorial mission demonstrating it, as well as instructions on how to make it. Here they are:
Both tnhscript and NVScript should be loaded, and Allow EndGame should be selected in the Game Mode menu.
1. Make two trap triggers.
2. Give one the TrapFadeOut script and the other the TrapRenderFlash script in the fields created by the S->Scripts property.
3. Set the "on=xx"(xx meaning a number) property under Editors->Design Note for the first trigger. This defines how much time it takes to black out in milliseconds.
4. Link the second trigger to an archetype of the flash where the Red, Green and Blue values are set to 0 with the RenderFlash flavour. This must be in the Object Hierarchy menu, not a Flash FX edited in the world, else it won't work. I learned this the hard way.
5. Make a new trap trigger, preferably call it something like TrapReverse.
6. Give it the TrapRevert script in the script fields.
7. Go to Scripts->Timing and write a value there. This is the number of milliseconds the screen will remain blacked out.
8. Link the previous two triggers to this one with the ControlDevice flavour.
9. Make two trap triggers, preferably call them something like RelayTriggers.
10. Give them the NVRelayTrap script in the script field.
11. Make a teleport trap where you want the player to be teleported. Refer to (
http://web.archive.org/web/20080709035742/http://www.ttlg.com/ranstall/tutorials/teleport.asp) http://web.archive.org/web/20080709035742/http://www.ttlg.com/ranstall/tutorials/teleport.asp to learn how to make a functional teleporter.
12. Link one to the teleport trap and the other to the TrapReverse named script using the ControlDevice flavour.
13. Specify the time the teleport will be delayed using "NVRelayTrapDelay=xx"(again, xx is a number) under the Design Note field of
the Relay Trigger linked to the teleport trap. The number is the time the teleport will be delayed in milliseconds.
14. Link the object which will trigger this setup to the Relay Trigger linked to the Trap Reverse script using the ControlDevice flavour.
15. Link the Relay Trigger linked to the Trap Reverse to the Relay Trigger linked to the teleport trap.
16. Now go in game mode and observe what happens.
Sample mission here: (
https://drive.google.com/file/d/0B3k...ew?usp=sharing)
Also note that the detailed instructions above are to make it friendly for Dromed newcomers.