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a problem with teleportation
Peterpod Offline
Junior Member

Posts: 2
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#1
Question  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.)
02-27-2012, 08:29 PM
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Obliviator27 Offline
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#2
RE: a problem with teleportation

I would cause utilize some timers and make the player fadeout, teleport, then fade back in.

02-27-2012, 08:51 PM
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Peterpod Offline
Junior Member

Posts: 2
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Joined: Feb 2012
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#3
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.)
02-27-2012, 09:21 PM
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SilentStriker Offline
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#4
RE: a problem with teleportation

It's pretty much impossible to make it look natural I think.

02-27-2012, 09:37 PM
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Obliviator27 Offline
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#5
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.

02-27-2012, 10:12 PM
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