Asgarath83 Posted January 6, 2015 Posted January 6, 2015 it is possible to teleport a player in another location of map with scripting?I know is possible to make with trigger_teleport and targert_position, but i need that before the teleporting is played a sound and a camera fade.so i make a script connected to a trigger multiple to change origin and angles of player but not work. and i tried using origin and angles of a ref_tag and not works, so i tried waypoint_navgoal and same, not work. when fade turn to 0, player is again in the place of activation o.o //Generated by BehavEd use ( "switch to Mind dome" ); set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "true" ); sound ( /*@CHANNELS*/ CHAN_VOICE_GLOBAL, "sound/spectral/traslationmat.mp3" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 1.000 1.000 1.000 >, 1.000, 3000 ); wait ( 3000.000 ); set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "false" ); set ( /*@SET_TYPES*/ "SET_ORIGIN", $tag( "mind0", ORIGIN)$ ); set ( /*@SET_TYPES*/ "SET_ANGLES", $tag( "mind0", ANGLES)$ ); set ( /*@SET_TYPES*/ "SET_PLAYER_LOCKED", /*@BOOL_TYPES*/ "false" ); camera ( /*@CAMERA_COMMANDS*/ FADE, < 0.000 0.000 0.000 >, 0.000, < 0.000 0.000 0.000 >, 0.000, 0 );
mrwonko Posted January 6, 2015 Posted January 6, 2015 SET_ORIGIN works, I've used it before. Is the script running on the player? You'll need an affect("player") otherwise. (Maybe be affect("kyle") in JK2.)
Ramikad Posted January 6, 2015 Posted January 6, 2015 I just tested it, both without and with "Affect Player", and doesn't seem to work. At first look, the script seems ok. It's possible that SET_ORIGIN is very selective about tagging an entity; the easiest way IMO is to manually set the destination coordinates and angles. As for the angles, you want to only set the Z value (the third one), to avoid having the player stuck in very weird positions.
Asgarath83 Posted January 6, 2015 Author Posted January 6, 2015 @@mrwonko . yes, is affecting the player because is the player that trigger the multiple... is strange also that the trigger_multiple is deactivatyed after end of the script. i have setted wait to 1... mmm boh. o.o i know that the script work becuase making fading, sound and playerlocking movement corrects. so is just the SET_ORIGIN and SET_ANGLES I just tested it, both without and with "Affect Player", and doesn't seem to work. At first look, the script seems ok. It's possible that SET_ORIGIN is very selective about tagging an entity; the easiest way IMO is to manually set the destination coordinates and angles. As for the angles, you want to only set the Z value (the third one), to avoid having the player stuck in very weird positions. mmm, so i cannot use tagging indicator... wonderful. >_> okay i will try with manual origins \ angles argh! O.o i need to make 16 triggers like that. o.o
Solution mrwonko Posted January 6, 2015 Solution Posted January 6, 2015 A target_scriptrunner will by default only execute once and needs a count of -1 to be re-usable. You also need to set the runonactivator flag or the script will run on the target_scriptrunner instead of the player. Futuza likes this
Asgarath83 Posted January 6, 2015 Author Posted January 6, 2015 A target_scriptrunner will by default only execute once and needs a count of -1 to be re-usable. You also need to set the runonactivator flag or the script will run on the target_scriptrunner instead of the player.Thanks Yes, i make a Usescript with trigger_multiple. this even i try with the scriptrunner way
Futuza Posted January 6, 2015 Posted January 6, 2015 This is sort of related, but is it possible to pull coordinate pos data from another player from the client end or is that held only by the server?
Asgarath83 Posted January 6, 2015 Author Posted January 6, 2015 Okay peoples, it works!! Need a trigger_multiple with wait at 1 and playeronce spawnflag, a target_scriptrunner used by the trigger.the scriptrunner need count -1 and usescript as value. now is perfect this script simulate for a repear a shifting in spectral realm for bypass a wall. if someone played sr1, can know that in spectral walls and platforms are deformated and open hidden passages. Thanks @@mrwonko! Futuza likes this
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