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Teleport Problems [message #30526] Wed, 03 October 2007 09:28 Go to next message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

I've recently started modding Fable for PC, and attempted to make a one-way teleporter between the guild and a filler map (NorthernWastes3_Filler_08).

This is the code for the teleport, located within the guild:

NewThing Object;
Player 4;
UID 18446741837628658528;
DefinitionType "OBJECT_GUILD_PEDESTAL_TELEPORT_01";
CreateTC "CTFActionUseScriptedHook";
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 99.742676;
PositionY 117.516113;
PositionZ 30.069347;
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 FALSE;
VersionNumber 1;
ForceConfirmation FALSE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 18446741856351544164;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing;


and this is the code for it's destination (the entire NorthernWastes3_Filler_08.tng file):

Version 2;

XXXSectionStart NULL;

NewThing Object;
Player 4;
UID 18446741856351544164;
DefinitionType "OBJECT_GUILD_PEDESTAL_TELEPORT_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 156.039200;
PositionY 166.016100;
PositionZ 73.406010;
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;

XXXSectionEnd;


I can't use the teleport at all, it just seems to be a stationary prop that I can do nothing with.

Any ideas as to what I've done wrong?

My apologies if I have posted this in the wrong section, I've only just began modifying Fable today.
Re: Teleport Problems [message #30527 is a reply to message #30526] Wed, 03 October 2007 09:39 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

This has been a wile for me, but if I remember correct you should put both scripts in the same tng - the guild one...

I assume you did the calculations right Cool


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Teleport Problems [message #30605 is a reply to message #30526] Wed, 03 October 2007 18:35 Go to previous messageGo to next message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

I found the error in my teleporter, I'd written CTFActionUseScriptedHook instead of CTC.

Now the teleporter can be used, and the confirmation message appears (I've added one since my first post), but I don't go anywhere.

Another question, how can I put the teleport in another region if they both have to be in the same .tng file?

[Updated on: Wed, 03 October 2007 19:43]

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Re: Teleport Problems [message #30625 is a reply to message #30526] Thu, 04 October 2007 00:47 Go to previous messageGo to next message
Satan
Messages: 1033
Registered: September 2005
Location: Hades

Administrator
It's the coordinates that tell it where to go.

http://img259.imageshack.us/img259/1398/satansigv5gu3.gif

There is nothing in the Void.
There is no point to it's being.
I wish there was a reason.
There is nothing in the Void,
But what we put there.
Re: Teleport Problems [message #30628 is a reply to message #30526] Thu, 04 October 2007 01:09 Go to previous messageGo to next message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

Aren't the coordinates relative to the area, though?
Re: Teleport Problems [message #30629 is a reply to message #30526] Thu, 04 October 2007 01:12 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
If you program them right, they can go into other areas (they're normally large numbers though). Here, this will help.

Remember this formula, destination map coordinates, minus starting map coordinates plus local coordinates of area you want to appear on map. For more details, go here.


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By the way, call me Searyan

[Updated on: Thu, 04 October 2007 01:17]

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Re: Teleport Problems [message #30632 is a reply to message #30526] Thu, 04 October 2007 01:24 Go to previous messageGo to next message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

I did try adding the Target Map's position and the Prop's location in relation to the Target Map, and minusing the Position of the Starting Map, but I must have done something wrong as the coordinates I used crashed the game.

Anywho, that's not the problem at the moment. I moved both the objects to the same place, within visible distance of eachother.

NewThing Object;
Player 4;
UID 18446741837628658528;
DefinitionType "OBJECT_GUILD_PEDESTAL_TELEPORT_01";
CreateTC "CTCActionUseScriptedHook";
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 102.626465;
PositionY 114.247600;
PositionZ 30.138624;
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;
ScriptData "Are you sure you want to use this teleporter?";
ForceConfirmation TRUE;
TeleportToRegionEntrance TRUE;
EntranceConnectedToUID 18446741856351544164;
SoundName "";
AnimationName "";
ReplacementObject 0;
EndCTCActionUseScriptedHook;
Health 1.0;
EndThing;

NewThing Object;
Player 4;
UID 18446741856351544164;
DefinitionType "OBJECT_GUILD_PEDESTAL_TELEPORT_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsStandard;
PositionX 109.173828;
PositionY 114.247559;
PositionZ 30.147957;
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;


I can use the teleporter - the confirmation message appears on the screen, and I select OK, however, I don't teleport anywhere.

[Updated on: Thu, 04 October 2007 01:25]

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Re: Teleport Problems [message #30633 is a reply to message #30526] Thu, 04 October 2007 01:34 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
Try using a marker, they're inviable and they work for me.

New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!

Assistant for Conquest
By the way, call me Searyan
Re: Teleport Problems [message #30639 is a reply to message #30633] Thu, 04 October 2007 01:50 Go to previous messageGo to next message
Satan
Messages: 1033
Registered: September 2005
Location: Hades

Administrator
Sean_s wrote on Thu, 04 October 2007 09:34

Try using a marker, they're inviable and they work for me.


That's what I've always done. Makes everything a lot cleaner.


http://img259.imageshack.us/img259/1398/satansigv5gu3.gif

There is nothing in the Void.
There is no point to it's being.
I wish there was a reason.
There is nothing in the Void,
But what we put there.
Re: Teleport Problems [message #30640 is a reply to message #30526] Thu, 04 October 2007 01:54 Go to previous messageGo to next message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

Ok, I'll give it a try now that I've restored my fable backups (I was a giant chicken, and Whisper was a dominatrix).

How are the effects done for the teleport portal on the bottom floor of the guild?
Re: Teleport Problems [message #30641 is a reply to message #30526] Thu, 04 October 2007 01:56 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
I think that's a built in script.

New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!

Assistant for Conquest
By the way, call me Searyan
Re: Teleport Problems [message #30642 is a reply to message #30526] Thu, 04 October 2007 01:59 Go to previous messageGo to next message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

So there's no way to replicate it?
Re: Teleport Problems [message #30643 is a reply to message #30526] Thu, 04 October 2007 02:00 Go to previous messageGo to next message
Sean_s is currently offline  Sean_s
Messages: 576
Registered: June 2007
Location: Ohio
I wouldn't say that, it's just I don't know how to emulate it for two way teleporters.

New? Or looking for information? Look here before posting.
Help the community by adding this to your sig!

Assistant for Conquest
By the way, call me Searyan
Re: Teleport Problems [message #30651 is a reply to message #30526] Thu, 04 October 2007 02:43 Go to previous message
Simononon is currently offline  Simononon
Messages: 10
Registered: October 2007
Location: NSW, Australia

Does using a different UID, or a different series of numbers, have a different effect on the object?

For example, this teleport wasn't working with the UID I had set, which was generated randomly by AlbionExplorer. When I changed it to the UID used in the tutorial on the Wiki, it began working.

I also copied the script for a bed from Barrowfields. All that I changed was the position, rotation, OwnerID and UID of the object, and now I can no longer sleep on the bed.

[Updated on: Thu, 04 October 2007 06:41]

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