I need assistance with teleporters. [message #54100] |
Sun, 06 September 2009 06:19 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
|
|
|
|
Ok, so I've been mucking around with teleporters and managed to teleport from a teleporter I made, to various different entry UID's. When I tried to set up a marker to teleport to, I came across some issues. Both the scripts below are in lookoutpoint.tng and are right next to each other.
DestinationNewThing Object;
Player 4;
UID 18446741368734242134;
DefinitionType "OBJECT_BS_DOOR_MAYORESS_01";
CreateTC "CTCActionUseScriptedHook";
ScriptName GreyHouseFrontDoor;
ScriptData "NULL";
ThingGamePersistent TRUE;
ThingLevelPersistent TRUE;
StartCTCPhysicsStandard;
PositionX 106.744600;
PositionY 59.302730;
PositionZ 37.492740;
RHSetForwardX -0.604198;
RHSetForwardY 0.796834;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCActionUseScriptedHook;
Usable TRUE;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap FALSE;
VersionNumber 1;
ScriptData "Are you sure you would like to teleport?";
ForceConfirmation TRUE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 18446741725785151589;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing;
TeleporterNewThing Marker;
Player 4;
UID 18446741725785151589;
DefinitionType "MARKER_BASIC";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 273.75000;
PositionY 256.25000;
PositionZ 43.77485;
RHSetForwardX 0.0;
RHSetForwardY 0.999994;
RHSetForwardZ 0.0;
RHSetUpX 0.0;
RHSetUpY 0.0;
RHSetUpZ 0.999994;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing;
But when I change the destination UID in the teleporter script to 18446741874686298109, which is a marker I found in LookoutPoint, it works perfectly.
See screenshots contained in the below spoilers for the two markers that I tested on.
I'm absolutely stumped, I bet it's something really simple that I am overlooking.
I'm not sure if you guys know this, but you can edit the .tng's whilst in game, just leave the area and come back and your changes will be loaded. However, if you change the UID of something, the old one will still be loaded into memory and both will be on top of each other.
Thanks,
Scradam
|
|
|
|
Re: I need assistance with teleporters. [message #54102 is a reply to message #54100] |
Sun, 06 September 2009 06:40 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
|
|
|
|
No, it worked fine when I selected a random marker already in lookout point. If you look at the second screenshot, the one contained in the spoiler called 'Not working', the selected red arrow in the bottom left corner of the map (it's meant to teleport me into lookoutpoint_filler_07). When I tell it to go there, it doesn't work... but when I tell it to go to the marker in the first screenshot, it works fine.
Hope this clarifies it. Sorry for the dodgy explanation, I'm really really tired.
Thanks,
Scradam
|
|
|
|
Re: I need assistance with teleporters. [message #54107 is a reply to message #54100] |
Sun, 06 September 2009 16:22 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
|
|
|
|
Your help and time is greatly appreciated, but did you read the first post?
"Both the scripts below are in lookoutpoint.tng and are right next to each other."
So; yes, they are in the same region.
|
|
|
|
Re: I need assistance with teleporters. [message #54113 is a reply to message #54100] |
Mon, 07 September 2009 06:01 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
|
|
|
|
Ok, so I managed to get my teleporters working. I didn't solve the problem I initially posted, but I just left it and moved on and every teleporter I made after that point seemed to work fine.
So, now I've come across an issue.
I'm trying to use a boat as a teleporter and place it on the end of the pier in PrisonPath.
The teleporter works fine, but I can't get it close enough or the right size for the hero to activate it. Perhaps the OBJECT_HKC_PIER_END_01, that is situated at the end of the pier, is in the way, and the hero can't activate the boat through it. Deleting it results in the hero being able to fall off the end of the pier, though. I would like to avoid that.
Here's some screenshots:
Any suggestions as to how I might be able to achieve this?
Thanks,
Scradam
|
|
|
|
Re: I need assistance with teleporters. [message #54116 is a reply to message #54100] |
Mon, 07 September 2009 08:12 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
|
|
|
|
Collision? I thought that height might be the issue.
I managed to get it to work, though. Took me from about an hour from when I posted, until when I posted this, mucking around with scale, height and position, to get it just right. I have to stand right on the edge of the pier to access it.
That was a lot of effort for one object!
|
|
|
Re: I need assistance with teleporters. [message #54117 is a reply to message #54116] |
Mon, 07 September 2009 08:43 |
|
JohnDoe
Messages: 3007 Registered: October 2007
|
Retired
|
|
|
Glad you have something put together. That's quite the parallel parking feat.Scradam wrote on Mon, 07 September 2009 10:12 | Collision? I thought that height might be the issue.
| Same thing for the most part.
It's just a guess, but the collision of the end of the pier might be blocking the Hero from interacting with the ship.It is possible to lower the height of the collision with CBox and a modeling app. But that's a lot of work.As I mentioned earlier, it would have been far easier to find something to elevate the Hero, big enough that he can use the teleporter but small enough that he can't walk straight off the pier.But you, in some way or another, through scaling and repositioning, brought the ship close enough and high enough that he can use it.As for why I [poorly] illustrated these to point out unnecessary stuff, I really don't know anymore. But maybe it can help someone else if they ever come across the same problem.
[Updated on: Mon, 07 September 2009 08:43] Report message to a moderator
|
|
|
Re: I need assistance with teleporters. [message #54123 is a reply to message #54100] |
Mon, 07 September 2009 16:09 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
|
|
|
|
They're great.
Very simplstic and easy to follow.
So basically the 'collision' is the part of the object that is interactable and that you can hit, shoot and can't walk through. If that makes sense.
Thanks very much.
|
|
|
Re: I need assistance with teleporters. [message #54807 is a reply to message #54100] |
Mon, 26 October 2009 11:52 |
pascaliedema
Messages: 27 Registered: May 2009 Location: Somewhere in Albion
|
|
|
|
i also have a problem with teleporters. i made a teleporter from startoakvale to oakbay so i can teleport in childhood to oakbay so i can play as a child there. i used this tut: http://fabletlcmod.com/wiki/doku.php?id=scripting:d.i.y._tel eporter but this won't work. when i go to my teleporter (it's one of the four benches around that tree in the middle of startoakvale) but when i walk over to it i can highlight hit and it's blue, but when i press TAB nothing happens. this is the script i use.
NewThing Object;
Player 4;
UID 18446741874686297065;
DefinitionType "OBJECT_TOWNBENCH_01";
CreateTC "CTCActionUseScriptedHook";
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 86.544920;
PositionY 109.221200;
PositionZ 9.441921;
RHSetForwardX 0.000000;
RHSetForwardY -1.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
StartCTCActionUseScriptedHook;
Usable TRUE;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap TRUE;
VersionNumber 1;
ForceConfirmation FALSE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 18446741874686344994;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing;
EntranceConnectedToUID 18446741874686344994; this is the UID of the marker. i just picked the 1st marker you see when you select an object in oakvale and put in the UID
[Updated on: Mon, 26 October 2009 11:55] Report message to a moderator
|
|
|
Re: I need assistance with teleporters. [message #54809 is a reply to message #54807] |
Mon, 26 October 2009 12:10 |
|
It doesn't work like that. You didn't read the wiki correct.
You can't use the UID of just some marker to teleport to.
Courtesy of JohnDoe: Read ThisJohnDoe wrote on Mon, 29 December 2008 21:32 | No CDef as DarkenedSoul said. That requires FE and isn't necessary anyway. It's all tng. First you need your teleporter sign:NewThing Object;
Player 4;
UID 00000000000000000000;
DefinitionType "OBJECT_SOMETHING_OR_OTHER";
CreateTC "CTCActionUseScriptedHook";
ScriptName NULL;
ScriptData "Confirmation question goes here.";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.000000;
PositionY 0.000000;
PositionZ 0.000000;
RHSetForwardX 0.000000;
RHSetForwardY 1.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCEditor;
EndCTCEditor;
StartCTCActionUseScriptedHook;
Usable TRUE;
ReversedOnMiniMap FALSE;
HiddenOnMiniMap TRUE;
VersionNumber 1;
ForceConfirmation TRUE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 00000000000000000000;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing; The important parts are the UID, DefinitionType, CreateTC, ScriptData, HiddenOnMiniMap, ForceConfirmation, and EntranceConnectedToUID.
Let's walk through this piece by piece.
The UID is a unique identification number for the object, and needs to be unique to the region, no other anything in the region can have the same UID (and as a good practice, nothing should have the same UID in the game). Luckily, you can punch in any random numbers, 20 digits seems to be standard, and that will almost always be unique (100000000000000000000 possibilities).
The DefinitionType is which OBJECT you'll be using as the teleporter. It can be any OBJECT. You said a sign, let's use "OBJECT_BW_SIGNPOST_PLAQUE_01".
CreateTC. It isn't a teleporter without "CTCActionUseScriptedHook".
ScriptData, this is where "Do you want to spar?" goes.
HiddenOnMiniMap, self-explanatory really. I often prefer to have this set to TRUE to keep it from standing out unless it is a door or other typical teleporter.
ForceConfirmation, you'll want TRUE if you're having the Hero be asked whether or not he wants to.
The EntranceConnectedToUID will be the UID of the teleport destination. I prefer to use this script for destinations:NewThing Marker;
Player 4;
UID 00000000000000000000;
DefinitionType "MARKER_BASIC";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 0.000000;
PositionY 0.000000;
PositionZ 0.000000;
RHSetForwardX 0.000000;
RHSetForwardY 1.000000;
RHSetForwardZ 0.000000;
RHSetUpX 0.000000;
RHSetUpY 0.000000;
RHSetUpZ 1.000000;
EndCTCPhysicsStandard;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
EndThing; All that's important here is the UID. The EntranceConnectedToUID in the teleporter must match the UID given for the destination.
Here's the catch, both the teleporter and the destination must be in the same tng (maybe it's same region, but I use the same tng because it's easier to do in my head that way). So if you want to teleport to another map, crack open the FinalAlbion.wld.
Find the starting map and the destination map. Let's say you want to go from the demon door in the Guild to the demon door in Necropolis. The wld gives is this information:NewMap 268;
MapX 4864;
MapY 3392;
LevelName "FinalAlbion\DemonDoor_Guild.lev";
LevelScriptName "DemonDoor_Guild";
MapUID 1350731;
IsSea FALSE;
LoadedOnPlayerProximity TRUE;
EndMap; NewMap 383;
MapX 128;
MapY 7168;
LevelName "FinalAlbion\DemonDoor_Necropolis.lev";
LevelScriptName "DemonDoor_Necropolis";
MapUID 2395802;
IsSea FALSE;
LoadedOnPlayerProximity TRUE;
EndMap; It's just a matter of subtracting the starting coordinates from the destination coordinates.Takeoff map
X = 4864
Y = 3392
Destination
X = 128
Y = 7168
Marker coords
X = 128-4864 = -4736
Y = 7168-3392 = 3776 But that would take the Hero to 0,0 on the map, which is generally a bad thing (you'd understand if you ever saw it). I happen to know that the Necropolis demon door is 64x64, so I could just add 32 to each of the coordinates to throw me smack dab in the middle of the map. But there's a better way to do this, especially if you don't already know the coordinates of the map.
In AE, since that's what you use, place an object in the location you want to teleport to on the map you want to teleport to. Copy the coordinates and add the X and Y coords to the destination marker's coordinates. It works perfectly that way.
Mine would end up like:PositionX -4704.000000;
PositionY 3808.000000; Now, one last note. About the PositionZ values, it is my experience that going too low puts the Hero under the ground, but he finds his way back up (amusing to watch too). If you put him too high, he falls to the ground. While this is cool and all, it looks stupid and gets old after a while. So you'll want to find a good Z value which isn't easy in AE. But, you can take the Z value of something else that will be at the same level that you want the Hero to teleport to. If you want a ground value, for instance, you can take the Z value from something that is on the ground near the teleport destination, and it will work just fine.
|
this is not an exit.
[Updated on: Mon, 26 October 2009 12:11] Report message to a moderator
|
|
|
Re: I need assistance with teleporters. [message #54820 is a reply to message #54100] |
Tue, 27 October 2009 03:38 |
pascaliedema
Messages: 27 Registered: May 2009 Location: Somewhere in Albion
|
|
|
|
i happend to make a teleporter from startoakvale to picnicarea but when i arrived i'm suddenly stuck can't move and i can't press ESC to go to the menu. is that what you mean with "which is generally a bad thing (you'd understand if you ever saw it)."
|
|
|
|
Re: I need assistance with teleporters. [message #54823 is a reply to message #54100] |
Tue, 27 October 2009 09:31 |
pascaliedema
Messages: 27 Registered: May 2009 Location: Somewhere in Albion
|
|
|
|
i managed to make a teleporter from startoakvale when i'm a child that takes me to oakbay but when i arrived i stand near my old house so i thought everything would be fine. i can hear the music, the grass waves peacefull. BUT I STILL CAN'T MOVE and when i press the ESC button it's the same as before, the menu doesn't show up. and i only see the map with no markers on it
[Updated on: Tue, 27 October 2009 11:05] Report message to a moderator
|
|
|
|
|