I need assistance with teleporters. [message #54100] |
Sun, 06 September 2009 06:19 |
Scradam
Messages: 12 Registered: September 2009 Location: Australia
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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
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