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Author: Subject: Teleporting Players!
elomolom
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[*] posted on 10-4-12 at 06:56
Teleporting Players!


So I got one problem with the teleporting.

When I use the teleport target with the wac-code

if ssnride(1234) and elapse(5) then
teleport(1,1)
endif

It teleports ALL the players on the server. I do not want that. How do I do it so it teleports the only player that is inside the teleport trigger?

I have seen this in a map that won the Thors Thunder IC Map Contest. The name of the map was IM5 Testy by =SOG=Mark5 and =SOG=Dr.Paul. In that WAC-file I could not see any teleport code which is a bit strange.

Help please. :)

I use the DFX MED for IC4.
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Josh26Indy
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[*] posted on 10-4-12 at 07:30


It needs to be done with in a Ploop most likely. Try this instead.

PLOOP
if ssnride(1234) and elapse(5) then
teleport(player,1)
endif
END

Ive never actually used the teleport marker.... but still, it should work.




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elomolom
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[*] posted on 10-4-12 at 07:39


The teleporting did not work when I inserted "player" instead of 1. :(



like this


PLOOP
if ssnride(836) and elapse(5) then
teleport(player,1)
endif
END
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Josh26Indy
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[*] posted on 10-4-12 at 07:40


did you do it all within a Ploop?



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elomolom
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[*] posted on 10-4-12 at 07:41


Yes I did... :(
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Josh26Indy
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[*] posted on 10-4-12 at 07:54


Honestly Im not sure whats up...
I cant even find Teleport in the WIkiwac. I searched it & all I got was

fx2tgt

targetfx

ammo2tgt...

Usually when I do this I have a teleport object.
So I never use the Teleport Command.
I use: "ssn2ssn(,) ssnuse()"

Sorry, but you will probably have to wait till someone more knowledgeable is around.




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Josh26Indy
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[*] posted on 10-4-12 at 07:59


PLOOP
if ssnnearssn(player,836,1) and ssnride(836) and elapse(5) then
teleport(player,1)
endif
END

Maybe try like this... maybe the player needs to be defined before teleport. Just an idea...




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elomolom
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[*] posted on 10-4-12 at 08:08


I tried that too, but did not work at all. I have used the code telessn also, but that didn't work either. Only thing that seems to work is teleport(1,1)" grp to target" = teamblue to telemarker 1.

I have read this topic, but did not understand how to designate each player slot.

http://www.novahq.net/forum/showthread.php?t=46419
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Josh26Indy
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[*] posted on 10-4-12 at 08:17


Well honestly I really dont know what to tell you... I have no problem doing this with Stargates, but like I said, im using a different code with a teleport object (has a sit point) not a Teleport Marker. Sorry, Im sure one of the other guys will be on here shortly.... Hopefully they will know whats up...



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jabo1SFH
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[*] posted on 10-4-12 at 08:35


i think the effect you ar trying to get is scripted in the med:

http://www.soldiersfromhell.net/medpic1.jpg


the feature in the testy map was done in med not the .wac file.

now, im not sure if this is sp only but give it a try.
:P




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elomolom
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[*] posted on 10-4-12 at 08:46


Quote:
Originally posted by jabo1SFH
i think the effect you ar trying to get is scripted in the med:

the feature in the testy map was done in med not the .wac file.

now, im not sure if this is sp only but give it a try.
:P


So this was how they did? Weird that it can not be used in a WAC-file. Anyway, I tried this within med and it worked. I will see if it works with coop. Maybe I should make more player markers.

Thank you! :)

Another interesting topic about this: http://www.dfreload.com/forum/viewthread.php?tid=2159
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[*] posted on 10-4-12 at 17:18


I found this it the tutorial section http://www.dfreload.com/forum/viewthread.php?tid=1996 ,but am trying to remember from dfx2 SG MOD gate stuff, this is modified from my 2 way working gate wac

if ssnonssn(player,i used a waypoint here) then
PLOOP
if ssnnearssn(player,start teleport object number) then
ssn2ssn(player,end location teleport object number)
ssnuse(player)
endif
END
endif

just havn't tested it but hope it gives some help
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elomolom
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[*] posted on 10-4-12 at 22:01


Quote:
Originally posted by elomolom
Quote:
Originally posted by jabo1SFH
i think the effect you ar trying to get is scripted in the med:

the feature in the testy map was done in med not the .wac file.

now, im not sure if this is sp only but give it a try.
:P


So this was how they did? Weird that it can not be used in a WAC-file. Anyway, I tried this within med and it worked. I will see if it works with coop. Maybe I should make more player markers.

Thank you! :)

Another interesting topic about this: http://www.dfreload.com/forum/viewthread.php?tid=2159


So today I tested it on COOP with several players. The only one who got teleported was me. :( Now I really wonder how they did it in the TESTY map, because there it worked individually for all players.


Quote:
Originally posted by kiwikev
I found this it the tutorial section http://www.dfreload.com/forum/viewthread.php?tid=1996 ,but am trying to remember from dfx2 SG MOD gate stuff, this is modified from my 2 way working gate wac

if ssnonssn(player,i used a waypoint here) then
PLOOP
if ssnnearssn(player,start teleport object number) then
ssn2ssn(player,end location teleport object number)
ssnuse(player)
endif
END
endif

just havn't tested it but hope it gives some help


I was eager to test this code, but unfortunately it did not work. I did not get teleported. So I tried this way instead:

if ssnride(836) and elapse(5) then
PLOOP
ssn2ssn(player,849) //teleportnumber
ssnuse(player)
endif
END
endif

Then the game crashed. :o Gaaah! :(

I am going to try with some other code. Thanks every1 for helping. Hope we will solve this soon. :)
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elomolom
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[*] posted on 11-4-12 at 00:01


Quote:
Originally posted by JET
Ive seen it done in DFLW coop maps. one especialy comes to mind was you start inside the hanger thats blocked off all the exits and you go into a teleport and you pop up under a tower overlooking where you attack. cant remember the name of the map it was years ago.

I think they made the start markers an individual group for each and teleported that group. markers ofcourse wont teleport but the player that starts on that marker would be in the group.

That wont work in DFX or DFX2.... cant change the group of the start marker. but there is LFP group up in the top right corner that can be set. Have no idea what LFP stands for as i havnt messed with making maps for DFX/DFX2 much.


Does anyone know if the player start markers can work individually in teleports if the LFP group number is set? I can't try this atm, because I am the only player.

//

If no one can solve the problem I will use the chair teleporting like this.

if never then
hidessn(859)
endif

//CHAIR TELEPORTING
if eq(v4,0) and ssnride(836) and elapse(1) then
PLOOP
ssn2ssn(player,859)
ssnuse(player)
endif
END

//CHAIR RELEASE
if ssnride(859) and elapse(1) then
PLOOP
ssnrelease(player)
endif
END

//CHAIR VARIABLE - PREVENTS THE GAME TO CRASH WHEN SEVERAL PLAYERS TELEPORT
if ssnride(859) then
set(v4,1)// using chair
else
set(v4,0)// not using chair
endif
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[*] posted on 11-4-12 at 10:14


This topic been covered a lot over the years. You can not teleport an individual player. This is so cheats cant screw with maps. All human players are seen as the same, even if your on the red team. If your running the stargate mod, you can teleport individual players.

cheers
EE




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Josh26Indy
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[*] posted on 11-4-12 at 12:55


Maybe ive misread something along the way and gotten confused, it has happened before...lol, but it seems to me its just a matter of the right WAC code... Ive been doing this for a while now & ive been using Oldmans NLH8 Gatecode. I have had no problems making players teleport around. I have not been using the SGMod nor any of its items... I have videos that demonstrate individual players teleporting. I have an invisible chair as a teleport device. There is only 1 sit point on it so far. So its no different than any typical chair in any mod.



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[*] posted on 13-4-12 at 01:11


Quote:
Originally posted by Eagle_Eye
This topic been covered a lot over the years. You can not teleport an individual player. This is so cheats cant screw with maps. All human players are seen as the same, even if your on the red team. If your running the stargate mod, you can teleport individual players.

cheers
EE


Then how did they do it in the TESTY map, because there individual teleporting worked?!

Edit: Just played testy map today. The teleporting was more awesome and epic then I could remember. Individual teleporting for the win! They must be masters at teleporting or something, because nobody else seem to know their secret...
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[*] posted on 13-4-12 at 14:41


Dont give up... Its definitely doable... I do it all the time... Maybe post the Wac code... Im sure we can figure it out.



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[*] posted on 13-4-12 at 15:05


If nothing else some guy named "Jet" has a Teleporting Tutorial... I noticed that at the end it covers teleporting players using the MED... Hope this helps some.

http://www.wtf-squad.com/PHP-Nuke/modules.php?name=Downloads&op=getit&lid=22




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[*] posted on 22-5-12 at 04:18


Quote:
Originally posted by elomolom
Quote:
Originally posted by Eagle_Eye
This topic been covered a lot over the years. You can not teleport an individual player. This is so cheats cant screw with maps. All human players are seen as the same, even if your on the red team. If your running the stargate mod, you can teleport individual players.

cheers
EE


Then how did they do it in the TESTY map, because there individual teleporting worked?!

Edit: Just played testy map today. The teleporting was more awesome and epic then I could remember. Individual teleporting for the win! They must be masters at teleporting or something, because nobody else seem to know their secret...


Secret? Folks just have to read. I've attached a 2010 document describing how and even a sample map.

PS. I've authored the "Testy" map and a few others., but IM5 Testy is by far the best.

Note: the attached document is a PDF and the sample map can run in normal Joint Ops, or DFX 1-2-any mods, or Advanced Warfare Mod 1-2.

Attachment: TTS & Sample.zip (117.35kb)
This file has been downloaded 305 times




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AKMARK5000
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[*] posted on 22-5-12 at 04:31


This was my first TTS map for JO Advanced Warfare 2 Mod...

Attachment: aw2_m5_flashback.zip (208.57kb)
This file has been downloaded 294 times




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AKMARK5000
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[*] posted on 22-5-12 at 04:32


This TTS map was made last year for JO Advanced Warfare 2 Mod...

Attachment: aw2_m5_sog_obummer.zip (184.2kb)
This file has been downloaded 278 times




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AKMARK5000
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[*] posted on 22-5-12 at 04:48


This TTS map was made last year for JO International Conflict 4 Mod...

Attachment: ic4_m5_testy.zip (195.41kb)
This file has been downloaded 293 times




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Josh26Indy
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[*] posted on 22-5-12 at 18:15


Quote:
Originally posted by AKMARK5000
Secret? Folks just have to read.


Well said...lol

Not that Im not guilty of this myself...lol




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AKMARK5000
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[*] posted on 22-5-12 at 22:21


Me as well. I got into writing tech articles a little (as notes, but articles form). I kicked the can around and skipped reading things until I decided to write the document... reading other posts might have made my life easier.



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