Would just like to add that if you make the stairs target each other, and not the square in front of the other map's staircase, you need to set each teleporter's target to that square. Otherwise, the party will end up in the middle of the stairs, facing one of the staircase walls.Sutekh wrote:1: Stairs
Make sure that the 2 stairs you're going to / from are targeting each other if they're not positioned one above the other.
2: Invisible Teleporters
Place an invisible teleporter on each stair.
I get that you might want that for stairs that do NOT rotate the party, but now we're talking about the kind that do, are we not? What I was saying was just that if you don't teleport the party to that square, they will be standing in the stairs facing one of the stairwell walls. They would then have to strafe to leave the staircase. That situation just seems a bit weird to me. Also, because of how low the camera is placed, it looks as though half the party members' feet, and the other half's whole lower bodies are clipping through the stairs. Or is that just me?Sutekh wrote:If you place 2 sets of stairs normally - one above the other and aligned with each other - then you don't end up standing in the square in front of the staircase.
As long as you set the spin direction for each teleporter to point the party the same way as the stairs, then you should not end up facing the wall. That's the whole reason I added the teleporters, timers and floor triggers in the first place.Sutekh wrote:2: Invisible Teleporters
Place an invisible teleporter on each stair. Set the 'initialState' to deactivate on both of them, and set the spin direction for each teleporter to face the way that the party will exit that stair.
Code: Select all
spikeCount = 0
function spikeTrapSequence()
if spikeCount == 10 then
floor_spike_trap_1.controller:activate()
floor_spike_trap_7.controller:activate()
elseif spikeCount == 20 then
floor_spike_trap_2.controller:activate()
floor_spike_trap_6.controller:activate()
elseif spikeCount == 30 then
floor_spike_trap_3.controller:activate()
floor_spike_trap_5.controller:activate()
elseif spikeCount == 40 then
floor_spike_trap_4.controller:activate()
elseif spikeCount == 50 then
spike_trap_timer_1.controller:stop()
spikeCount = 0
return
end
spikeCount = spikeCount + 1
end