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Warping/teleporting within area


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#1
DarthParametric

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Is it possible to set up warp/teleport points within a single area? I tried using area transitions but just specified the same area but it doesn't seem to work.

I noticed there is an option for teleporting in the area's properties which is set to false by default. Is it triggered by a script?

Modifié par DarthParametric, 31 décembre 2009 - 04:57 .


#2
Nwalya42

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I did this once - I used a door area transition and set the target area to the same area, the target waypoint to the desired waypoint - I have all of my house interiors on the same level as my interior cave map (Thaig kindof layout). Teleporting in the area properties enables you to go to the world map whenever you want - like in some towns.

And they did it in the game - think fade areas where you go through the mouse hole.

Modifié par Nwalya42, 31 décembre 2009 - 05:57 .


#3
Nwalya42

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Actually, just thinking about it, I may have left the target area blank and just used the waypoint.

#4
DarthParametric

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Nwalya42 wrote...

Actually, just thinking about it, I may have left the target area blank and just used the waypoint.

I tried that as well but it didn't work. The doors are not clickable, either when you set the area or leave it blank. Hrmm... will have to mess around with it some more.

Modifié par DarthParametric, 31 décembre 2009 - 06:55 .


#5
Nwalya42

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Hmmm... I know I got it working - don't have that module anymore though. Is interactive set? Sometimes if the door is too far sunk into another model it can't be clicked on.

#6
DarthParametric

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I opened up some of the Fade areas and the mouseholes all seem to have nothing set in their variables.

#7
Nwalya42

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For the mouse holes it'll be done via scripts. Since they have to make sure you are a mouse, and the mouse hole isn't an area transition. But I'm sure I didn't use a script.

Modifié par Nwalya42, 31 décembre 2009 - 07:42 .


#8
Nwalya42

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Hmm.. Worked for me just now - set the PLC_AT_DEST_AREA_TAG to the current area and the PLC_AT_DEST_TAG to the desired waypoint.

#9
DarthParametric

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Found the issue. Some screwy pathfinding right in the doorway must have been blocking the door, even though I could walk right up to it. Fixed that and it worked using the two variables.