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Re: Beta-1.2.12 now available!

Posted: Sun Sep 30, 2012 2:35 am
by Neikun
Haha. I've seen them browsing the boards, so they're at least reading what we write.

Re: Beta-1.2.12 now available!

Posted: Sun Sep 30, 2012 2:38 am
by SpacialKatana
Yeah, I'm expecting the 'Cube of Doom' knocking at my door any minute... :o

Re: Beta-1.2.12 now available!

Posted: Sun Sep 30, 2012 3:00 am
by Neikun
The Cube does not "knock" haha

Re: Beta-1.2.12 now available!

Posted: Sun Sep 30, 2012 4:29 pm
by Neikun
Bug: Setting teleporters to silent does not make them quiet.

Re: Beta-1.2.12 now available!

Posted: Mon Oct 01, 2012 2:32 am
by Komag
That's not really a bug - it's the teleportation event that is silent with that setting, not the teleporter itself.

Maybe we should have another option for that?

Re: Beta-1.2.12 now available!

Posted: Mon Oct 01, 2012 3:02 am
by Neikun
Ohh.
Yeah, maybe we should!

Re: Beta-1.2.12 now available!

Posted: Mon Oct 01, 2012 7:52 am
by petri
Why would you lke to have the teleporter field effect to be silent?

Re: Beta-1.2.12 now available!

Posted: Mon Oct 01, 2012 10:53 am
by Blichew
This might be useful in a endless corridor-style riddle:

every step you take facing backwards let's you proceed, while facing another way makes you teleport a step back (which essentially spawns TP@player location, teleports, and then destroys it)

Re: Beta-1.2.12 now available!

Posted: Mon Oct 01, 2012 11:06 am
by Neikun
petri wrote:Why would you lke to have the teleporter field effect to be silent?
For visuals only.
Somehow now, it doesn't make a whole lot of sense.

Re: Beta-1.2.12 now available!

Posted: Mon Oct 01, 2012 11:31 am
by petri
Blichew wrote:This might be useful in a endless corridor-style riddle:

every step you take facing backwards let's you proceed, while facing another way makes you teleport a step back (which essentially spawns TP@player location, teleports, and then destroys it)
If you make the teleporter invisible then it doesn't emit the humming sound. It's also more efficient to create the teleporter in the map view and just activate/deactivate it in the script rather than spawning the teleporter dynamically.