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Teleporting Jolts & Player Position Variables
Horrorable Offline
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#4
RE: Teleporting Jolts & Player Position Variables

(02-14-2014, 09:35 AM)Mudbill Wrote: Teleporting players can be difficult to make appear seamless. To make it look a little more smooth, people often fade the screen out and back in. Frictional did this in the water cellar map with the water monster. If you don't do anything to control the movement of the player, it's going to look choppy. You can try forcing them to look in a certain direction using the StartPlayerLookAt function, or perhaps just make them faint or so.

But if you rotated the PlayerStartArea with the small blue arrow pointing in the direction you want the player to look, I don't see why the player doesn't look that way. He should unless something interupted it.

Ah OK- Maybe I'll just have to put heavy black fog and hope they don't notice the transition. The reason I can't just rotate the PlayerStartArea is because the direction it's pointing in has to change. If the player backs into Hallway 1 then they blue arrow would have to be pointing a different direction than if he walked straight into it.
What I planned to do was record the player's exact position/head position and then teleport him say 50 blocks over. Then restore the exact position (with 50 blocks added to his world position) and restore his head position exactly. But it seem's there are no functions for calling on the player's position, and no way to get that information.

BTW big fan of yours Mudbill Smile
02-14-2014, 04:34 PM
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RE: Teleporting Jolts & Player Position Variables - by Horrorable - 02-14-2014, 04:34 PM



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