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Thread: need help with teleport, please

  1. #11

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    Thanks James but still no success.

    Quote Originally Posted by Zappa View Post
    what do you mean by saying trigger_teleport & func_teleportdest are buggy?
    How can you say its not? lol
    At the teleport trigger the player paces another 4 or 5 steps on the spot before teleporting.
    First his weapon disappears then a second later he teleports and when he finally does teleport he is facing the wrong direction regardless of what angle I set the teleportdest to.


    Quote Originally Posted by Zappa View Post
    you must be doing something wrong, because they have always worked well for me
    I'm not sure where I could get something wrong when all you have to work with is a target and a targetname. It works but very clumsily.
    I made a test teleport in the same map when I first made the real teleport.
    The test almost worked fine in a straight line and only a few feet from trigger to dest. Yet it still took additional steps on the spot before actual teleportation.
    My real teleport is from one side of the map to the other and are at right angles from each other.
    Quite frankly Radiant's teleport doesn't cut it.
    Unless you have a tutorial on the subject or know of extra attributes to add to the entities to make them work seamlessly.

    I have spoken with other mappers about this (Major_A and theripppa) who have both used teleports many times and they both said they only use script, not Radiant's buggy teleport.
    However their teleport scripts are full of random arrays and crap that I don't want or need.

  2. #12

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    I'm not sure if it makes any difference but I thought I should mention this map is for AA and I'm using the original mohaa Radiant.

  3. #13

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    have you tried checking the NO_EFFECTS checkbox?
    maybe that's the problem

    this is how a teleport should work ingame



    the settings i use:


  4. #14

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    When you put a trigger on the editor you need to put only just the thread fused by the trigger but if you spawn the trigger by script you need to call the thread of him or he will not spawn on the map.

    Examples:

    Trigger by Editor:

    trig_tele:
    
    local.player = parm.other
    
    local.player tele ( 0 0 0 ) //destination
    local.player face ( 0 0 0 ) // player facing
    
    end


    Trigger spawn by script:

    main:
    
    thread trigger_teleport
    
    
    end
    
    trigger_teleportt:
    
    local.trig = spawn trigger_use
    local.trig.origin = ( 0 0 0 )
    local.trig setthread trig_tele
    
    end
    
    trig_tele:
    
    local.player = parm.other
    local.player tele ( 0 0 0 ) // player destination
    local.player face ( 0 0 0 )  //put the player to face that way
    
    end
    Last edited by DoubleKill; November 8th, 2017 at 06:54 AM.

  5. #15

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    Zappa: Wow, I watched that video three times in disbelief. lol
    No mate, I didn't try any of the checkboxes.

    DoubleKill: Aha! I was wondering about the script spawning a new trigger and how the thread was called so I left my "trigger_multiple" in the map to call the thread.
    Sorry I haven't been able to think clear lately due to family matters.

    Thank you all, I will try both methods.

  6. #16

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    Whoohoo! success!
    I deleted it all and started again using the Radiant teleport functions and the checkbox options that Zappa suggested.
    It now teleports instantly although I'll need to add the thread to face the right direction.

    Thanks again everyone. Much appreciated.

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