A.I.
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Possible to Teleport Player?
I was wondering, is it possible to teleport the player for like an intro without using another map?
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02-25-2012, 08:27 PM |
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Unearthlybrutal
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RE: Possible to Teleport Player?
TeleportPlayer(" [PlayerStartArea_ name here] ");
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02-25-2012, 08:29 PM |
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A.I.
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RE: Possible to Teleport Player?
Would it be something like AddEntityCollideCallback at the beginning and then in there it would have ("Player", "Teleport" "PlayerCollideArea", true, 1), with void PlayerCollideArea(string &in Parent, string &in Child, int alState) and have the teleportplayer in { }?
(This post was last modified: 02-25-2012, 08:41 PM by A.I..)
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02-25-2012, 08:34 PM |
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Unearthlybrutal
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RE: Possible to Teleport Player?
void OnStart()
{
AddEntityCollideCallback("Player", "area name here", "Tele", true, 1);
}
void Tele(string &in asParent, string &in asChild, int alState)
{
TeleportPlayer(" [PlayerStartArea_ name here] ");
}
//play around with area names and you should get it working then =)
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02-25-2012, 08:40 PM |
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A.I.
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RE: Possible to Teleport Player?
Ehh one last thing, how would their be delay I have tried putting it like this:
void Tele(string &in asParent, string &in asChild, int alState)
{
AddTimer("T1", 5.0f, "Timer_1");
TeleportPlayer("CameraPos_2");
}
but never would delay the teleport
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02-25-2012, 09:17 PM |
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Unearthlybrutal
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RE: Possible to Teleport Player?
void OnStart()
{
AddEntityCollideCallback("Player", "area name here", "Tele", true, 1);
}
void Tele(string &in asParent, string &in asChild, int alState)
{
AddTimer("T1", 5.0f, "Timer_1");
}
void Timer_1(string &in asTimer)
{
TeleportPlayer("CameraPos_2");
}
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02-25-2012, 09:27 PM |
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