Peterpod
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a problem with teleportation
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..
(This post was last modified: 02-27-2012, 09:01 PM by Peterpod.)
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02-27-2012, 08:29 PM |
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Obliviator27
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RE: a problem with teleportation
I would cause utilize some timers and make the player fadeout, teleport, then fade back in.
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02-27-2012, 08:51 PM |
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Peterpod
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RE: a problem with teleportation
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..
(This post was last modified: 02-27-2012, 09:21 PM by Peterpod.)
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02-27-2012, 09:21 PM |
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SilentStriker
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RE: a problem with teleportation
It's pretty much impossible to make it look natural I think.
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02-27-2012, 09:37 PM |
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Obliviator27
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RE: a problem with teleportation
Frictional did it best in the water monster part. They pulled off a teleportation, but it just looked like a scare event.
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02-27-2012, 10:12 PM |
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