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Full Version: a problem with teleportation
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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..

I would cause utilize some timers and make the player fadeout, teleport, then fade back in.
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..
It's pretty much impossible to make it look natural I think.
Frictional did it best in the water monster part. They pulled off a teleportation, but it just looked like a scare event.