Soul Tear on 6/1/2015 at 14:29
@Yandros, R&S? Interesting. I look forward to.
@Ricebug, I can not give you a direct answer, but in a way I could outsmart interface restrictions. If a player can not perform teleportation at any time - it would be foolish.
ZylonBane on 6/1/2015 at 16:40
Quote Posted by Ricebug
I don't think that's ever been done in a video game before.
Someone please tell me I'm not hallucinating this post.
Ricebug on 6/1/2015 at 16:57
I'm referring to arbitrary teleportation. He wants to be able to teleport from any point to any point. I haven't slipped totally into senility yet.
Yandros on 6/1/2015 at 17:57
Not exactly, Terry, he wants to be able to teleport between a fixed point and an arbitrary point (well, arbitrary meaning the current location at the time the teleport to the fixed point occurs).
ZylonBane on 6/1/2015 at 18:03
Out of all the hundreds of thousands of video games that have been created over the last 40+ years, I find it exceedingly unlikely that there hasn't been a single one that made use of such an elementary mechanic as MOVE PLAYER TO X; MOVE PLAYER BACK.
Off the top of my head, teleport crystals in many RPGs come to mind as very similar to this application.
Nameless Voice on 6/1/2015 at 18:44
Do bear in mind that the player can use this system to completely escape enemies, by teleporting away until they forget about him.
Yandros on 7/1/2015 at 04:17
Like so many things in Dark, this is really simple with NVScript, and only uses three objects.
1. Make two markers, one for the fixed location and one for the transient location. I named mine FixedLoc and TransLoc.
2. On the object the player frobs from inventory, add the NVFrobToggle script, and CD-link it to FixedLoc. You also need to set Engine Features > FrobInfo to Script under Inv Action so that NVFrobToggle gets called when it's frobbed in inventory.
3. Create a new Source called TeleportStim.
4. On the FixedLoc object, add NVRelayTrap and give it the Editor > Design note: NVRelayTrapTOn="[1.0]TeleportStim"; NVRelayTrapTOff="[2.0]TeleportStim"; NVRelayTrapTDest="Player";
5. On the Garrett archetype, add three new receptrons, all for TeleportStim:
Min 0.9, Max 1.1: TeleportObject, Target=TransLoc, Agent=Me
Min 0.9, Max 1.1: TeleportObject, Target=Me, Agent=FixedLoc
Min 1.9, Max 2.1: TeleportObject, Target=Me, Agent=TransLoc
That should be it. When the button is frobbed, it sends alternating TurnOn and TurnOff signals to FixedLoc, which translates those into stims to the player of intensity 1 or 2. The player responds via the receptrons, by either moving TransLoc to himself and then moving himself to FixedLoc (on intensity 1) or by moving himself to TransLoc (on intensity 2).
Soul Tear on 7/1/2015 at 15:06
Thank you. I'll check it out.
Yandros on 7/1/2015 at 17:54
No problem. I have a demo mission in case you have any issues getting it working.
Nameless Voice on 7/1/2015 at 23:20
It won't do any actual harm for one mission, but you probably don't want to put receptrons in the gamesys that directly reference objects in a mission - it means that your gamesys will act oddly (at best) if you use it in another mission.
It's better to redirect the stim (by "Stimulate Object: Source") and then place the receptrons on the object that initially sends the stim to the player.
That's not saying that I haven't done it your way many times myself - just pointing out the potential issue.