slavatrumpevitch on 2/11/2016 at 20:26
Hi all,
I'm hoping to create an inventory item that translates Garret's location by a fixed amount, without changing his rotation (or velocity, but I could live without this). Ideally, it would do this seamlessly, much like in Sepluchre of Sinistral.
Is such a thing possible? How might this best be done?
The most similar thing I've come across is the Teleportation device in Haplo's Insanity's Crescendo. The main difference here, is that I want it to teleport you based on your current location, rather to some prespecified target location.
Thanks!
slavatrumpevitch on 3/11/2016 at 00:05
That should do it, thanks!
Yandros on 3/11/2016 at 02:06
I've used TrapMoveRelative in several missions before and it works great. Besides triggering the trap the script is on, and specifying the offsets in the design note, you also have to have a ControlDevice link from the trap to the starting point. It's easy to forget that last step since the documentation isn't clear that it's required.
ZylonBane on 3/11/2016 at 12:53
An inventory item? I hope players enjoy their trips into walls.
Yandros on 3/11/2016 at 14:13
I assume he means once when the item is picked up, not every time it's frobbed in inventory. In which case presumably there is a duplicate room X units away he'll get teleported to seamlessly. I did something similar in Mask of Agamemnon, when you frob a button and get teleported to a ruined version of the same area.
LarryG on 3/11/2016 at 16:31
Quote Posted by slavatrumpevitch
I'm hoping to create an inventory item that translates Garret's location by a fixed amount ... I want it to teleport you based on your current location, rather to some prespecified target location.
I took this to mean that yes it would be in response to an inventory frob, and that it could very easily send the player into solid, ruining his day.
Nameless Voice on 4/11/2016 at 14:38
Another easy way to do this, without needing custom scripting, is to place the two areas directly above/below each other, and then teleport the player vertically using S&R.
That way,you don't need to worry about the angle placing them into a wall.
But TrapMoveRelative is probably better.
(I assume that you want this to freely swap the player between two variations of the same location. You may still end up stuck in any object which is in a different place between the two variations, though.)
slavatrumpevitch on 6/11/2016 at 03:10
NV, could you provide a little more detail about how that would work, using S&R? Teleporting between identical areas (in terms of terrain), one directly above the other, is exactly the idea I wish to implement.
Yandros on 6/11/2016 at 03:35
On a receptron (on any object) you can use the Teleport action to teleport the starting point to itself (set it to both Target and Agent), and then specify the Z offset in the properties.