all on 30/7/2008 at 15:10
I want to use seamless teleportation, but I can't figure out how to set it up. In NVs demo, I see an Earthstim on a marker. Is this alone supposed to teleport me elsewhere on the z-axis?? Or did I miss something?
Catman on 30/7/2008 at 17:22
Take a look at the changes to Garrett under Avatars.
all on 30/7/2008 at 21:11
Great thanks; that's what I was missing!
all on 31/7/2008 at 14:16
Ok. The teleportation works great. But I'm encountering a small problem: I need to place the trigger on the sides of a long, narrow hallway. What would be the best way to do this?
So far, I've tried to place several markers side by side, but this messes up the stims and sends me not 200 units higher, but 400 or 600! Does anyone have any ideas? I really need to do this with S&Rs.
Thanks!
R Soul on 31/7/2008 at 14:51
Rather than using markers as the sources, use invisible solid objects*, resized** so that they're not very high. Place them on the floor, then give the Source to them. Set the propagator to 'Contact'
*Preferably something that already has the same material as the floor, but it can be changed if necessary.
**Both D, W, H and the physics > dimensions property.
hopper on 31/7/2008 at 15:45
Just curious: why would you need to change the non-physical properties of an invisible object? Is it just because it's "cleaner", or does it have any unwanted effects if you don't?
R Soul on 31/7/2008 at 15:58
When the bounding box matches the physical dimensions it's easier to position the object.
all on 31/7/2008 at 16:01
Ok. This is a good start. But now I have another problem. I need Garrett to be teleported as he is falling from some height. The destination is a pool of water. When he hits the object, he looses hitpoints because of the speed of impact. How can I fix this so Garrett doesn't loose any hp?
edit: never mind. I found a way by adding collision type: no result.
edit2: no wait! I'm still loosing HPs! :(
nightshifter on 31/7/2008 at 18:25
I had the same problem with the librarian.
I fixed it by making the room he fell in, have less gravity.
it did prevent the loosing of healthpoints but offcourse that room reacts strange when climbing out of the pool.. ( dancing on the moon :) )
Yandros on 31/7/2008 at 19:27
If the player is going to be falling when they hit one of the triggers, I'd recommend using a concrete roombrush instead, or even a bounds trigger. I used a RB in Mask of Agamemnon to teleport the player between the two cavein areas, and in that case the player fell through it.