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Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 4:40 pm
by NutJob
MrChoke wrote:petri wrote:
How about setTriggeredByParty(true) when party steps on the trigger?
Yes, that is working. I figured it out before your reply even! But the problem now is, I have triggeredByParty() as true. So I will no longer get the hook telling me the teleporter is used if I use it again. It seems my best approach is to do your 1st suggestion. I added a floor trigger at the target. Here I can disable the trigger again and I am good.
Can we get a hook for activation of the teleporters, stairs and exits at some point though? That would make life so much easier with these.
Thanks!
Some of this may be the same as instructed by others, above, but how I did it was:
1) Set normal teleporter down and shut off all the triggers. It just sits there and looks pretty.
2) floor_trigger set at same coordinates
3) the trigger creates an invisible teleporter when stepped on
4) when teleported to destination, the destination has a trigger that destroys the invisible teleporter.
5) do all kinds of other visual, audible queues on the destination floor trigger.
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 4:42 pm
by petri
NutJob wrote:Some of this may be the same as instructed by others, above, but how I did it was:
1) Set normal teleporter down and shut off all the triggers. It just sits there and looks pretty.
2) floor_trigger set at same coordinates
3) the trigger creates an invisible teleporter when stepped on
4) when teleported to destination, the destination has a trigger that destroys the invisible teleporter.
5) do all kinds of other visual, audible queues on the destination floor trigger.
Approved. We did something similar in LoG1.
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 5:16 pm
by MrChoke
NutJob wrote:MrChoke wrote:petri wrote:
How about setTriggeredByParty(true) when party steps on the trigger?
Yes, that is working. I figured it out before your reply even! But the problem now is, I have triggeredByParty() as true. So I will no longer get the hook telling me the teleporter is used if I use it again. It seems my best approach is to do your 1st suggestion. I added a floor trigger at the target. Here I can disable the trigger again and I am good.
Can we get a hook for activation of the teleporters, stairs and exits at some point though? That would make life so much easier with these.
Thanks!
Some of this may be the same as instructed by others, above, but how I did it was:
1) Set normal teleporter down and shut off all the triggers. It just sits there and looks pretty.
2) floor_trigger set at same coordinates
3) the trigger creates an invisible teleporter when stepped on
4) when teleported to destination, the destination has a trigger that destroys the invisible teleporter.
5) do all kinds of other visual, audible queues on the destination floor trigger.
OK. That will work too. It still requires a floor trigger under the teleporter and also one at the target and an additional invisible teleporter. I think my solution is cleaner. I make the real teleporter a floor trigger, so I don't need two floor triggers and the real teleports gets activated so I don't need a 2nd teleporter either. I still need the floor trigger at the target though. Oh well. Good stuff. Thanks
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 5:24 pm
by NutJob
I think I was trying that myself, but I abondoned that for some reason. I do know I want to trigger a plethora of other "homebrew events", though, when the party is getting actively transported so that is why I changed it up to the method I described.
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 5:26 pm
by Komag
Can you track the player's location and movement direction, and notice if player stepped toward the teleporter? You could have floor triggers around the teleporter and when a player steps OFF one check which way (or have floor triggers all around so if none get stepped on after then player must have stepped into teleporter), there are multiple (if messy) approaches.
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 5:33 pm
by NutJob
Komag wrote:Can you track the player's location and movement direction, and notice if player stepped toward the teleporter? You could have floor triggers around the teleporter and when a player steps OFF one check which way (or have floor triggers all around so if none get stepped on after then player must have stepped into teleporter), there are multiple (if messy) approaches.
If you get an answer to this I would like to know myself.
For interim I setup a timer/script that follows the party object throughout the dungeon and record their placement in the world on each poll of the timer and do checks where they are, the direction facing and match that up to keyed patterns and calculate if they're within boundaries or on a vertices. From there you can practical make an homebrew event you want.
I really would like to share my library but also like to have a fully operational death star before I do.
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 5:38 pm
by MrChoke
Komag wrote:Can you track the player's location and movement direction, and notice if player stepped toward the teleporter? You could have floor triggers around the teleporter and when a player steps OFF one check which way (or have floor triggers all around so if none get stepped on after then player must have stepped into teleporter), there are multiple (if messy) approaches.
Can't you use the party onMove() and onTurn() hooks? Granted they need to be pretty smart in that they will fire all the time during the game.
Re: Creators: Why Tele trumps plate? Used to be plate trump
Posted: Fri Nov 07, 2014 6:08 pm
by Isaac
In LoG1, I had a complex system of stairs that relied on hidden plates to enable or disable teleporters, both entry and exit had to have plates because the maps allowed the party to return by another route... Looks like this kind of setup will have to be reworked if I use it again... But in LoG1 it was a matter of necessity due to limited space (on that specific map).
*Edit:
There is at least one puzzle in the Pyramid that relies on this new behavior to work.
Where a stone must be placed on a pit, and the pit opened; also activating a teleporter on the cell with the pit. The rock falls before being teleported; opening a door on the floor below.