frankleberry
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posted on 24-5-14 at 19:47 |
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Teleporting players in COOP/TDM etc
I was playing around with vehicles today, when I decided to teleport my humvee to 100m up in the air to see what would happen. It just fell and
carried on with its journey. So I did the same with a stationary humvee, which couldn't survive the fall, unless it was teleported onto a platform.
Then I tried the same with a .50cal, where the player just beamed right up alongside the machine gun and was able to hop off onto the platform and go
about his way.
It came to me you can teleport any player in MP anywhere you want them to, if you just attach them to something and teleport that SSN using the events
in MED. So, using my broken code translation from Events to text, this is what I used:
IF group: Group 1 in Area Trigger "x" TRUE
delay 5 seconds [to give the player time to attach him/herself onto the .50]
THEN teleport SSN "y" [.50] to teleport target "z" [wherever you want]
So long as you add another event to reset the 'teleporter' back to its initial position, this can be used as a fully functioning teleporter or
elevator. Aside from sharing my discovery (has it been done before? If so, I haven't seen it...), I wanted to see what the community thinks, since I
haven't been able to test it in a MP server yet.
My questions are:
1. Does anyone have experience with this sort of idea?
2. Do we think this 'multiplayer teleporter' will work?
3. Not really a question that I require an answer for, but could this be transferred to later games, since the communities are a lot more active than
BHD?
4. I heard years ago that using a standard teleport event with 'Player' from the drop down list of SSNs would either only teleport the first player
in the server or the first player to trigger the event. Is this true? (Either way, if my method works, that way is irrelevant!)
I can imagine it would create some fun (or chaos) in TDM/TKOTH and so on, but I think it would be a brilliant addition to COOP!
Tell me what you think,
Frank
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Baldo_the_Don
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posted on 25-5-14 at 01:05 |
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If this trick works the way you think it works, then you are the first mapper that ever found something useful to do with
the "Blue Team in Area Trigger" trigger. In all the experimenting I've ever done, I could never get anything triggered correctly with "Team in
Area" triggers.
Admittedly, I didn't do a whole lot of experimenting with team specific triggers, mainly just trying to create areas around main spawns to keep
enemies out and prevent base rape, but still.
As far as I know, the only action DFBHD can trigger by detecting a player's team is a PSP change.
Anyway, if the teleport needn't be exclusively for Blue or Red team, you could trigger it by using Group 1. All players in DFBHD are in Group 1, even
if they're on different teams. |
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frankleberry
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posted on 25-5-14 at 01:17 |
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I didn't mean Blue Team/Red Team exclusively, I meant Group 1, since it's labelled Blue Team as default. I'll change the wording in the original
post to clarify.
It doesn't matter if the player entering the area trigger is Blue or Red team, since the attachable object teleports regardless of who is attached.
Even if it was locked to a specific team, there's nothing stopping an enemy from jumping onto your ride!
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Godfather
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posted on 31-5-14 at 05:24 |
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Yup, been done ages ago. Works well as long as you don't try to attach more AI to an object then the object will accept, doing so will crash your
map. Use with caution!
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frankleberry
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posted on 31-5-14 at 20:50 |
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Attach AI to an object? Could you clarify? I meant teleporting actual players in TDM/TKOTH.
I am almost certain that I couldn't possibly have made a discovery in MED after all these years, but I have never come across it before and there may
be a reason for that. Perhaps it just doesn't work or makes the map unplayable (kicks players at random).
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