a problem with teleportation - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: a problem with teleportation (/thread-13633.html) |
a problem with teleportation - Peterpod - 02-27-2012 Hi. I recently have a problem with teleportation script [teleportplayer("PlayerPos")]. So, the problem is that when Player with a lantern collide the area and teleported to StartPosition, his lantern "twitch". I need the player to teleport 'invisibly'. How can i solve the problem? script looks like that: void OnStart() { AddEntityCollideCallback("Player", "Area_1", "Teleportation", true, 1); } void Teleportation(string &in asParent, string &in asChild, int alState) { TeleportPlayer("PlayerStartArea_2"); } P.S. sorry for bad english.. RE: a problem with teleportation - Obliviator27 - 02-27-2012 I would cause utilize some timers and make the player fadeout, teleport, then fade back in. RE: a problem with teleportation - Peterpod - 02-27-2012 Obliviator27, i mean that player(man looking at the monitor) must not feel that he teleported, must not feel that he changed position. For example: Player goes down the corridor, passes a trigger, teleport, but he does not notice, thought that he was in the same corridor and goes on down the corridor. How can i make the work of trigger invisible for player? p.s. sorry for bad english.. RE: a problem with teleportation - SilentStriker - 02-27-2012 It's pretty much impossible to make it look natural I think. RE: a problem with teleportation - Obliviator27 - 02-27-2012 Frictional did it best in the water monster part. They pulled off a teleportation, but it just looked like a scare event. |