Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Teleporter Question
Teleporter Question [message #14296] Mon, 14 April 2003 15:20 Go to next message
maytridy is currently offline  maytridy
Messages: 1371
Registered: February 2003
Location: New York, USA
Karma: 0
General (1 Star)
I have Halo's teleport model, and i have implemented the script sucessfully. I want to make it so that if you walk into the teleporter1, you teleport to teleporter 2. Then, if you re-enter Teleporter2, you then teleport back to teleporter1. But if you do this, you will just teleport back and forth forever, because you teleport into the other teleport zone. So, i made it so this doesnt happen, by putting the zone and "arrow" (object teleported to) far enough apart, so you dont teleport forever. But, then the teleport script doesnt work at all. Confused Any ideas?

Teleporter Question [message #14310] Mon, 14 April 2003 15:41 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
Messages: 1564
Registered: February 2003
Location: Birmingham, England, Unit...
Karma: 0
General (1 Star)
Yeah it's a problem that i mentioned in my tutorial. I have two teleporter tutorials, one tells you how to use the script in general teleporting to arrows or an XYZ location. Read my modified version that features Halo's teleporters, it shows you how to use spawners to avoid the problem thet you are ecountering. Here is the link http://www.nodnl.net/telep/index.html . Also check out the rest of http://www.nodnl.net we have a few other useful tutorials. Hope this helped you.

_General Havoc


Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer

Computer Science Bsc
Aston University in Birmingham, UK
Teleporter Question [message #14316] Mon, 14 April 2003 15:49 Go to previous messageGo to next message
maytridy is currently offline  maytridy
Messages: 1371
Registered: February 2003
Location: New York, USA
Karma: 0
General (1 Star)
Thanks alot!

Teleporter Question [message #14318] Mon, 14 April 2003 15:53 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
Messages: 955
Registered: February 2003
Location: UK
Karma: 0
Colonel
Ummm we'll um yup, if i realease anything, I WILL include all the nessesary links in a/the read me, other wise the models won't be used and I waste my time making them in the first place.

Need extra help? look in the download i have a few screenies on what the zones should look like to work and how to check (yes these did work when i tested them) also press enter/return to lock the teleporter in position while you muck around with the script zone.

AND DOWNLOAD V1.1 AS I DON'T WANT TO SEE THE OLD VERSION OF THE MODELS IN ANY MAPS, LARGE AMOUNTS OF GENOCIDE WILL OCOUR IF YOU DON'T (Click my siggy link, this will always be up to date). Very Happy Very Happy Very Happy Very Happy ,lol


Online Portfolio - www.chettle1.com

Renegade projects - Halo38's Den hosted by www.laeubi.de

Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena

Mod Wars Veteran
Teleporter Question [message #14323] Mon, 14 April 2003 15:56 Go to previous messageGo to next message
maytridy is currently offline  maytridy
Messages: 1371
Registered: February 2003
Location: New York, USA
Karma: 0
General (1 Star)
Haha, don't worry, i got the latest version.

Teleporter Question [message #14330] Mon, 14 April 2003 16:03 Go to previous messageGo to next message
General Havoc is currently offline  General Havoc
Messages: 1564
Registered: February 2003
Location: Birmingham, England, Unit...
Karma: 0
General (1 Star)
I didn't catch much of what you just said but anyway. I think maytridy was just reading my original teleporter tutorial that shows you how to use the script in general. The one i wrote for the teleporters uses a spawned because it is more accurate than the arrow method. Also make sure your using version 1.01 of the scripts.dll too, theres a link in my signature. I know that Renegade Realm have links to all sorts of versions for use with their Ren Alert mod (probably version 1.0 RC2 or something). The lastest scripts are backwards compatable so it's a good idea to have the latest.

_General Havoc


Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
"SHUT UP AND MOD" - Dante
"ACK is the Simon Cowell of modding" - Ultron10
Scripts.dll Debugger, Map Scripter and Tutorial writer

Computer Science Bsc
Aston University in Birmingham, UK
Teleporter Question [message #14347] Mon, 14 April 2003 16:22 Go to previous messageGo to next message
Halo38 is currently offline  Halo38
Messages: 955
Registered: February 2003
Location: UK
Karma: 0
Colonel
General Havoc

I didn't catch much of what you just said


Think of it as a FYI: post


Online Portfolio - www.chettle1.com

Renegade projects - Halo38's Den hosted by www.laeubi.de

Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena

Mod Wars Veteran
Teleporter Question [message #14399] Mon, 14 April 2003 19:39 Go to previous message
maytridy is currently offline  maytridy
Messages: 1371
Registered: February 2003
Location: New York, USA
Karma: 0
General (1 Star)
Yeah, i was reading the original tut. Now i have the one with Halo's teleporters. I'll try it out in the morning.

Previous Topic: tutorial to make working tank treads?
Next Topic: C&C_Silent_Night
Goto Forum:
  


Current Time: Tue Dec 24 09:12:39 MST 2024

Total time taken to generate the page: 0.00733 seconds