Lazer Posted November 19, 2001 I'm trying to build a warp to system similar to that of Daedalus' that will bring me around in a hub. I ALMOST have all the bugs worked out except 2. First of all is my main problem. I'm telling it to do this: script 2 (void) { if (transport) { SetPlayerProperty (0, 1, 0); Floor_RaiseToHighest (2, 16); delay (200); SetPlayerProperty (0, 0, 0); Teleport_NewMap (2,0); } else delay (2); { } } It does everything except "Teleport_NewMap (2,0);". I don't have a clue why it doesn't work. Second is that when you walk onto the inviso platform that will take you up (or down) and the script is activated, it doesn't feeze you in your tracks, so it is easy to ruin the effect of going up and down this warp tube by overshooting the hole. and being frozen in the wrong place. So, is it possible to make the script trigger the edges of the warp tube to become impassable right when you activate this script? 0 Share this post Link to post
boris Posted November 19, 2001 http://zdoom.notgod.com/reference/mapinfo.html look at this, it might have some useful information. Do you mean the player can "slide" off the platform? If you mean that, you can use setlineblocking() to make the lines block (duh ;) Info here (near the bottom of the page) 0 Share this post Link to post
Lazer Posted November 19, 2001 The problem is that it never teleports to map 2 position 0, or for that matter map 1 position 1. Its very strange. I also tried setting up a wall with the Teleport_NewMap (2, 0) action and it works. So for some reason, it doesn't work in the script. 0 Share this post Link to post
boris Posted November 19, 2001 Hmm, maybe it's a bug. Try to post it in the "bugs" section of the ZDoom phorum. 0 Share this post Link to post
X-DOOM Posted November 20, 2001 Have you mark this Attributes option of the Start Sprites ? Attributes - Level 1/2 - Level 3 - Level 4/5 - Fighter - Cleric - Mage - Single - Cooperative - Deathmatch 0 Share this post Link to post
Lazer Posted November 20, 2001 I'm talking about warping the player, not an enemy. 0 Share this post Link to post
X-DOOM Posted November 20, 2001 i know but player have and nedd also Attribute 0 Share this post Link to post
Lazer Posted November 21, 2001 Good point, but I can warp with it being a button I push causing the action, just not a script causing the action. 0 Share this post Link to post
SpinSpyder_KaK_ Posted November 22, 2001 I think having suction tubes would be cool. You could have a switch inside each end of the tube trigger a ThrustThing command to thrust you up, and then set some wind to push you over to the other side, then drop down the other side, and the wind stops. (Feel free to use this idea, give me credit if you want to be cool.) Man, I get the coolest ideas! : ) (I think...) 0 Share this post Link to post
Lazer Posted November 22, 2001 Yes that is cool, but it is totally different from what I'm trying to accomplish. 0 Share this post Link to post
Katgut Posted November 29, 2001 The problem is that it never teleports to map 2 position 0, or for that matter map 1 position 1. Its very strange. I also tried setting up a wall with the Teleport_NewMap (2, 0) action and it works. So for some reason, it doesn't work in the script. Map 2, position 0 would be the spot you start in when you start a new game on map 2. I think you'll need to put in an additional set of player starts which have TID 1 in the same general area, and change to Teleport_NewMap(2,1). This is probably just screwy shit with using Teleport_NewMap in a script. 0 Share this post Link to post
GooberMan Posted December 2, 2001 I'd assume the player activates that script, because if the player doesn't the player won't be teleported Do you have other start points in map 2 that are also 0? Also of note is that you don't give other starting points TIDs, instead change the first argument to the starting point number you desire 0 Share this post Link to post