I'm trying to make horizontal teleporters for 3.0 but they won't work.
Does anyone know how to make horizontal teleporters?
Horizontal Teleporters
- Dontkillme
- Private First Class
- Posts: 69
- Joined: Thu May 15, 2008 4:42 pm
- Location: Germany
Re: Horizontal Teleporters
One recent svn revision had a basic description, I think there's more somewhere on the forums or wiki or will be soon.
- Spazzy McGee
- Sergeant Major
- Posts: 1405
- Joined: Mon Mar 21, 2005 4:59 pm
- Location: Planet MoFo, Sheffield Division; United Kingdom
Re: Horizontal Teleporters
Please explain what you are trying, and what is going wrong. I have made 'horizontal teleporters' in 3.0. You use a mesh face as a teleporter, so in reality they can be any shape, size or angle, just like a mesh.
There ARE docs around somewhere that explain the additions to the mesh which allow you do do this. Not only are there options to use mesh faces as teles; you can choose to allow just tanks, or just shots; only allow tanks from a specific team; have multiple teles in one link; choose whether or not to display the tele on the radar, and whether or not you see the 'glowing' effect when you approach it.
There ARE docs around somewhere that explain the additions to the mesh which allow you do do this. Not only are there options to use mesh faces as teles; you can choose to allow just tanks, or just shots; only allow tanks from a specific team; have multiple teles in one link; choose whether or not to display the tele on the radar, and whether or not you see the 'glowing' effect when you approach it.
"Life is what happens to you while you're busy making other plans." - John Lennon
Re: Horizontal Teleporters
Something that should be added to the bzw.5 manpage:
MeshFace teleporter links use the drivethrough and shootthrough
properties to determine the types of objects can pass through
the links.
A few notes about horizontal teleporters:
1. linkSrcTouch is probably the best approach (without 'passable')
2. Because a tank with no horizontal velocity could just bounce
indefinitely between horizontal teles (assuming no linked
vertical ones), you can use the tankMinAngle to make sure
that only tanks with a horizontal velocity can use a teleporter.
3. To make a surface that forces tanks to jump if they go too
quickly, you can use the tankMinSpeed parameter, and force them
to jump if they successfully pass through the teleporter (just send
it back to the same mesh face, with some geometry inversions and
a tankDstVelOffset). There are actually lots of tricks along this vein
that can be done with the new teleporters.
Excerpts from the current bzw.5 manpage...
BZW.5 'face' section:
BZW.5 link section:
MeshFace teleporter links use the drivethrough and shootthrough
properties to determine the types of objects can pass through
the links.
A few notes about horizontal teleporters:
1. linkSrcTouch is probably the best approach (without 'passable')
2. Because a tank with no horizontal velocity could just bounce
indefinitely between horizontal teles (assuming no linked
vertical ones), you can use the tankMinAngle to make sure
that only tanks with a horizontal velocity can use a teleporter.
3. To make a surface that forces tanks to jump if they go too
quickly, you can use the tankMinSpeed parameter, and force them
to jump if they successfully pass through the teleporter (just send
it back to the same mesh face, with some geometry inversions and
a tankDstVelOffset). There are actually lots of tricks along this vein
that can be done with the new teleporters.
Excerpts from the current bzw.5 manpage...
BZW.5 'face' section:
Code: Select all
face # start a face (repeatable)
# the front-face winding is counter-clockwise
vertices 1 4 0 3 5 # list of vertices (requires at least three)
normals 2 6 0 4 7 # list of normals (optional)
texcoords 0 3 2 4 9 # list of texture coordinates (optional)
phydrv example_phydrv # assign a physics driver
# special parameters
baseTeam 1 # the base team number
# zone parameters
zoneTeam 1 # equivalent to the zone 'team' parameter
zoneSafety 0 1 2 3 # equivalent to the zone 'safety' parameter
zoneFlag SW # equivalent to the zone 'flag' parameter
zoneFixedFlag 1 GM # equivalent to the zone 'fixedFlag' parameter
zoneHeight 1.0 GM # specify the zone's height (for weight factor)
zoneWeight 0.0 GM # directly the zone's weight
zoneCenter # spawns always occur in the zone's center
# link parameters
linkName myLink # the name use for linkage
linkSrcTouch # touching the face will cause teleportation
# (tanks do not have to pass through the face)
linkSrcRebound # tanks rebound when the far side of the
# link is blocked (instead of dropping)
linkSrcNoGlow # do not render the foggy 'glow'
linkSrcNoSound # do not play the teleport sound
linkSrcNoEffect # do not render shot or tank teleported effects
linkSrcCenter 0 # vertex index
linkSrcSdir 0 # normal index ("Side" normal)
linkSrcTdir 0 # normal index ("Top" normal)
linkSrcPdir 0 # normal index ("Plane" normal)
linkSrcSscale 1.0
linkSrcTscale 1.0
linkSrcPscale 0.0
linkDstCenter 0 # vertex index
linkDstSdir 0 # normal index ("Side" normal)
linkDstTdir 0 # normal index ("Top" normal)
linkDstPdir 0 # normal index ("Plane" normal)
linkDstSscale 1.0
linkDstTscale 1.0
linkDstPscale 0.0
endface # end the face
Code: Select all
The Link object
Adds a route to teleport between a linkSrc and a linkDst.
# Teleporter names are terminated with either :f (forward)
# or :b (backwards). The forwards link points to 0 degrees,
# and the backwards link points to 180. Mesh defined links
# use their face ':linkName' string instead of ':f' or ':b'.
# Links are made by pattern matching the teleporter names.
# The '*' and '?' globbing characters can be used to make
# multiple matches. If there are multiple destination matches,
# the destination will be selected randomly from the list
# of unblocked candidates. If links are created in a group
# definition, they can link to teleporters outside of the
# definition using the absolute linking syntax (prefix the
# teleporter name with the '/' character, for example:
# '/other_group/shinyTele:f').
# NOTE: "bzfs -setforced debugLinks 3" will print the linkage table.
link
name example_link
# this will link all teleporters randomly to all other teleporters
src *
dst *
# cumulative labels
addSrc src1 src2 ...
addDst src1 src2 ...
# physics parameters
# make the output speed the same as the input speed
sameSpeed
shotSameSpeed
tankSameSpeed
# source position scale
srcPosScale x y z
shotSrcPosScale x y z
tankSrcPosScale x y z
# source velocity scale
srcVelScale x y z
shotSrcVelScale x y z
tankSrcVelScale x y z
# destination velocity offset (using linkDst's S/T/P vectors)
dstVelOffset x y z
shotDstVelOffset x y z
tankDstVelOffset x y z
# angle control
tankAngle degrees
tankAngleOffset degrees
tankAngleScale scale
tankAngVel degrees_per_second
tankAngVelOffset degrees_per_second
tankAngVelScale scale
# speed blocks
shotMinSpeed speed
shotMaxSpeed speed
tankMinSpeed speed
tankMaxSpeed speed
# angle blocks
shotMinAngle degrees
shotMaxAngle degrees
tankMinAngle degrees
tankMaxAngle degrees
# team blocks
blockTeams 1 2 3
shotBlockTeams 1 2 3
tankBlockTeams 1 2 3
allowTeams 1 2 3
shotAllowTeams 1 2 3
tankAllowTeams 1 2 3
# flag blocks
shotBlockFlags GM ST OO
tankBlockFlags GM ST OO
shotAllowFlags GM ST OO
tankAllowFlags GM ST OO
# BZDB variable blocks
blockVar varName
shotBlockVar varName
tankBlockVar varName
# Pass messages
passText pass message for shots and tanks
shotPassText pass message for shots
tankPassText pass message for tanks
tankPassSound soundFile # pass sound for tanks ('none' to disable)
end
# or, to link between known teleporters examp_tele1(front) and
examp_tele2(back)
link
name example_realLink
src examp_tele1:f
dst examp_tele2:b
end
# you can also use the linkSet object, which allows you to define mul-
tiple links in one block, re-using the state within the block.
linkSet
# this state will be used by all links
shotBlockFlags ST CL
tankBlockFlags ST CL
srcPosScale 0 0 0
addSrc centerTele1:*
addSrc centerTele2:*
dst teleTeam1:*
allowTeams 1
addBiDir # adds bidirectional links between current srcs and dsts
dst teleTeam2:*
allowTeams 2
addBiDir # adds bidirectional links between current srcs and dsts
blockTeams # reset the team blocking state
src topTele:* # reset the srcs
dst voidTele:* # reset the dsts
addLink # adds a single unidirectional link
end
- optic delusion
- Special Forces
- Posts: 1054
- Joined: Sat Sep 25, 2004 2:29 pm
- Location: Planet MoFo
- Contact:
Re: Horizontal Teleporters
Here's some working bzw code. Maybe it will help.
- Attachments
-
- 299_tele_test.bzw
- notice -setforced debugLinks 3
- (20.73 KiB) Downloaded 110 times
Take a look at my Defender game mode concept.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.
- Dontkillme
- Private First Class
- Posts: 69
- Joined: Thu May 15, 2008 4:42 pm
- Location: Germany
Re: Horizontal Teleporters
Thanks, but it won't work:
Code: Select all
# Exported from Wings 3D 1.0.2
world
name tele_test
end
options
-setforced debugLinkDraw 1
-setforced debugLinks 3
-setforced debugShotSegments 1
-setforced debugMotion 1
#-setforced shotBlockVar 1
#-setforced tankBlockVar 0
-set _forbidDebug 0
end
define tele
mesh
name cylinder8
#96 vertices, 82 faces
vertex 1.0000 0.0000 0.0666
vertex 0.9239 -0.3827 0.0666
vertex 0.7071 -0.7071 0.0666
vertex 0.3827 -0.9239 0.0666
vertex 0.0000 -1.0000 0.0666
vertex -0.3827 -0.9239 0.0666
vertex -0.7071 -0.7071 0.0666
vertex -0.9239 -0.3827 0.0666
vertex -1.0000 -0.0000 0.0666
vertex -0.9239 0.3827 0.0666
vertex -0.7071 0.7071 0.0666
vertex -0.3827 0.9239 0.0666
vertex -0.0000 1.0000 0.0666
vertex 0.3827 0.9239 0.0666
vertex 0.7071 0.7071 0.0666
vertex 0.9239 0.3827 0.0666
vertex 1.0000 -0.0000 -0.0666
vertex 0.9239 -0.3827 -0.0666
vertex 0.7071 -0.7071 -0.0666
vertex 0.3827 -0.9239 -0.0666
vertex 0.0000 -1.0000 -0.0666
vertex -0.3827 -0.9239 -0.0666
vertex -0.7071 -0.7071 -0.0666
vertex -0.9239 -0.3827 -0.0666
vertex -1.0000 -0.0000 -0.0666
vertex -0.9239 0.3827 -0.0666
vertex -0.7071 0.7071 -0.0666
vertex -0.3827 0.9239 -0.0666
vertex -0.0000 1.0000 -0.0666
vertex 0.3827 0.9239 -0.0666
vertex 0.7071 0.7071 -0.0666
vertex 0.9239 0.3827 -0.0666
vertex 0.8315 -0.3444 0.0666
vertex 0.9000 -0.0000 0.0666
vertex 0.8315 0.3444 0.0666
vertex 0.6364 0.6364 0.0666
vertex 0.3444 0.8315 0.0666
vertex -0.0000 0.9000 0.0666
vertex -0.3444 0.8315 0.0666
vertex -0.6364 0.6364 0.0666
vertex -0.8315 0.3444 0.0666
vertex -0.9000 -0.0000 0.0666
vertex -0.8315 -0.3444 0.0666
vertex -0.6364 -0.6364 0.0666
vertex -0.3444 -0.8315 0.0666
vertex 0.0000 -0.9000 0.0666
vertex 0.3444 -0.8315 0.0666
vertex 0.6364 -0.6364 0.0666
vertex 0.9000 -0.0000 -0.0666
vertex 0.8315 -0.3444 -0.0666
vertex 0.6364 -0.6364 -0.0666
vertex 0.3444 -0.8315 -0.0666
vertex 0.0000 -0.9000 -0.0666
vertex -0.3444 -0.8315 -0.0666
vertex -0.6364 -0.6364 -0.0666
vertex -0.8315 -0.3444 -0.0666
vertex -0.9000 -0.0000 -0.0666
vertex -0.8315 0.3444 -0.0666
vertex -0.6364 0.6364 -0.0666
vertex -0.3444 0.8315 -0.0666
vertex -0.0000 0.9000 -0.0666
vertex 0.3444 0.8315 -0.0666
vertex 0.6364 0.6364 -0.0666
vertex 0.8315 0.3444 -0.0666
vertex 0.8165 -0.3382 0.0252
vertex 0.8838 -0.0000 0.0252
vertex 0.8165 0.3382 0.0252
vertex 0.6249 0.6249 0.0252
vertex 0.3382 0.8165 0.0252
vertex -0.0000 0.8838 0.0252
vertex -0.3382 0.8165 0.0252
vertex -0.6249 0.6249 0.0252
vertex -0.8165 0.3382 0.0252
vertex -0.8838 -0.0000 0.0252
vertex -0.8165 -0.3382 0.0252
vertex -0.6249 -0.6249 0.0252
vertex -0.3382 -0.8165 0.0252
vertex 0.0000 -0.8838 0.0252
vertex 0.3382 -0.8165 0.0252
vertex 0.6249 -0.6249 0.0252
vertex 0.8838 -0.0000 -0.0252
vertex 0.8165 -0.3382 -0.0252
vertex 0.6249 -0.6249 -0.0252
vertex 0.3382 -0.8165 -0.0252
vertex 0.0000 -0.8838 -0.0252
vertex -0.3382 -0.8165 -0.0252
vertex -0.6249 -0.6249 -0.0252
vertex -0.8165 -0.3382 -0.0252
vertex -0.8838 -0.0000 -0.0252
vertex -0.8165 0.3382 -0.0252
vertex -0.6249 0.6249 -0.0252
vertex -0.3382 0.8165 -0.0252
vertex -0.0000 0.8838 -0.0252
vertex 0.3382 0.8165 -0.0252
vertex 0.6249 0.6249 -0.0252
vertex 0.8165 0.3382 -0.0252
normal 0.7002 0.0000 0.7139
normal 0.6469 -0.2680 0.7139
normal 0.4951 -0.4951 0.7139
normal 0.2680 -0.6469 0.7139
normal 0.0000 -0.7002 0.7139
normal -0.2680 -0.6469 0.7139
normal -0.4951 -0.4951 0.7139
normal -0.6469 -0.2680 0.7139
normal -0.7002 -0.0000 0.7139
normal -0.6469 0.2680 0.7139
normal -0.4951 0.4951 0.7139
normal -0.2680 0.6469 0.7139
normal -0.0000 0.7002 0.7139
normal 0.2680 0.6469 0.7139
normal 0.4951 0.4951 0.7139
normal 0.6469 0.2680 0.7139
normal 0.7002 0.0000 -0.7139
normal 0.6469 -0.2680 -0.7139
normal 0.4951 -0.4951 -0.7139
normal 0.2680 -0.6469 -0.7139
normal 0.0000 -0.7002 -0.7139
normal -0.2680 -0.6469 -0.7139
normal -0.4951 -0.4951 -0.7139
normal -0.6469 -0.2680 -0.7139
normal -0.7002 -0.0000 -0.7139
normal -0.6469 0.2680 -0.7139
normal -0.4951 0.4951 -0.7139
normal -0.2680 0.6469 -0.7139
normal -0.0000 0.7002 -0.7139
normal 0.2680 0.6469 -0.7139
normal 0.4951 0.4951 -0.7139
normal 0.6469 0.2680 -0.7139
normal -0.5165 0.2139 0.8291
normal -0.5591 0.0000 0.8291
normal -0.5165 -0.2139 0.8291
normal -0.3953 -0.3953 0.8291
normal -0.2139 -0.5165 0.8291
normal 0.0000 -0.5591 0.8291
normal 0.2139 -0.5165 0.8291
normal 0.3953 -0.3953 0.8291
normal 0.5165 -0.2139 0.8291
normal 0.5591 0.0000 0.8291
normal 0.5165 0.2139 0.8291
normal 0.3953 0.3953 0.8291
normal 0.2139 0.5165 0.8291
normal 0.0000 0.5591 0.8291
normal -0.2139 0.5165 0.8291
normal -0.3953 0.3953 0.8291
normal -0.5591 -0.0000 -0.8291
normal -0.5165 0.2139 -0.8291
normal -0.3953 0.3953 -0.8291
normal -0.2139 0.5165 -0.8291
normal 0.0000 0.5591 -0.8291
normal 0.2139 0.5165 -0.8291
normal 0.3953 0.3953 -0.8291
normal 0.5165 0.2139 -0.8291
normal 0.5591 0.0000 -0.8291
normal 0.5165 -0.2139 -0.8291
normal 0.3953 -0.3953 -0.8291
normal 0.2139 -0.5165 -0.8291
normal 0.0000 -0.5591 -0.8291
normal -0.2139 -0.5165 -0.8291
normal -0.3953 -0.3953 -0.8291
normal -0.5165 -0.2139 -0.8291
normal -0.6742 0.2792 0.6838
normal -0.7297 0.0000 0.6838
normal -0.6742 -0.2792 0.6838
normal -0.5160 -0.5160 0.6838
normal -0.2792 -0.6742 0.6838
normal 0.0000 -0.7297 0.6838
normal 0.2792 -0.6742 0.6838
normal 0.5160 -0.5160 0.6838
normal 0.6742 -0.2792 0.6838
normal 0.7297 0.0000 0.6838
normal 0.6742 0.2792 0.6838
normal 0.5160 0.5160 0.6838
normal 0.2792 0.6742 0.6838
normal 0.0000 0.7297 0.6838
normal -0.2792 0.6742 0.6838
normal -0.5160 0.5160 0.6838
normal -0.7297 -0.0000 -0.6838
normal -0.6742 0.2792 -0.6838
normal -0.5160 0.5160 -0.6838
normal -0.2792 0.6742 -0.6838
normal 0.0000 0.7297 -0.6838
normal 0.2792 0.6742 -0.6838
normal 0.5160 0.5160 -0.6838
normal 0.6742 0.2792 -0.6838
normal 0.7297 0.0000 -0.6838
normal 0.6742 -0.2792 -0.6838
normal 0.5160 -0.5160 -0.6838
normal 0.2792 -0.6742 -0.6838
normal 0.0000 -0.7297 -0.6838
normal -0.2792 -0.6742 -0.6838
normal -0.5160 -0.5160 -0.6838
normal -0.6742 -0.2792 -0.6838
#matref cylinder8 # group?_default
matref default
face
vertices 0 16 31 15
normals 0 16 31 15
endface
face
vertices 0 33 32 1
normals 0 33 32 1
endface
face
vertices 1 17 16 0
normals 1 17 16 0
endface
face
vertices 1 32 47 2
normals 1 32 47 2
endface
face
vertices 2 18 17 1
normals 2 18 17 1
endface
face
vertices 2 47 46 3
normals 2 47 46 3
endface
face
vertices 3 19 18 2
normals 3 19 18 2
endface
face
vertices 3 46 45 4
normals 3 46 45 4
endface
face
vertices 4 20 19 3
normals 4 20 19 3
endface
face
vertices 4 45 44 5
normals 4 45 44 5
endface
face
vertices 5 21 20 4
normals 5 21 20 4
endface
face
vertices 5 44 43 6
normals 5 44 43 6
endface
face
vertices 6 22 21 5
normals 6 22 21 5
endface
face
vertices 6 43 42 7
normals 6 43 42 7
endface
face
vertices 7 23 22 6
normals 7 23 22 6
endface
face
vertices 7 42 41 8
normals 7 42 41 8
endface
face
vertices 8 24 23 7
normals 8 24 23 7
endface
face
vertices 8 41 40 9
normals 8 41 40 9
endface
face
vertices 9 25 24 8
normals 9 25 24 8
endface
face
vertices 9 40 39 10
normals 9 40 39 10
endface
face
vertices 10 26 25 9
normals 10 26 25 9
endface
face
vertices 10 39 38 11
normals 10 39 38 11
endface
face
vertices 11 27 26 10
normals 11 27 26 10
endface
face
vertices 11 38 37 12
normals 11 38 37 12
endface
face
vertices 12 28 27 11
normals 12 28 27 11
endface
face
vertices 12 37 36 13
normals 12 37 36 13
endface
face
vertices 13 29 28 12
normals 13 29 28 12
endface
face
vertices 13 36 35 14
normals 13 36 35 14
endface
face
vertices 14 30 29 13
normals 14 30 29 13
endface
face
vertices 14 35 34 15
normals 14 35 34 15
endface
face
vertices 15 31 30 14
normals 15 31 30 14
endface
face
vertices 15 34 33 0
normals 15 34 33 0
endface
face
vertices 16 48 63 31
normals 16 48 63 31
endface
face
vertices 17 49 48 16
normals 17 49 48 16
endface
face
vertices 18 50 49 17
normals 18 50 49 17
endface
face
vertices 19 51 50 18
normals 19 51 50 18
endface
face
vertices 20 52 51 19
normals 20 52 51 19
endface
face
vertices 21 53 52 20
normals 21 53 52 20
endface
face
vertices 22 54 53 21
normals 22 54 53 21
endface
face
vertices 23 55 54 22
normals 23 55 54 22
endface
face
vertices 24 56 55 23
normals 24 56 55 23
endface
face
vertices 25 57 56 24
normals 25 57 56 24
endface
face
vertices 26 58 57 25
normals 26 58 57 25
endface
face
vertices 27 59 58 26
normals 27 59 58 26
endface
face
vertices 28 60 59 27
normals 28 60 59 27
endface
face
vertices 29 61 60 28
normals 29 61 60 28
endface
face
vertices 30 62 61 29
normals 30 62 61 29
endface
face
vertices 31 63 62 30
normals 31 63 62 30
endface
face
vertices 32 64 79 47
normals 32 64 79 47
endface
face
vertices 33 65 64 32
normals 33 65 64 32
endface
face
vertices 34 66 65 33
normals 34 66 65 33
endface
face
vertices 35 67 66 34
normals 35 67 66 34
endface
face
vertices 36 68 67 35
normals 36 68 67 35
endface
face
vertices 37 69 68 36
normals 37 69 68 36
endface
face
vertices 38 70 69 37
normals 38 70 69 37
endface
face
vertices 39 71 70 38
normals 39 71 70 38
endface
face
vertices 40 72 71 39
normals 40 72 71 39
endface
face
vertices 41 73 72 40
normals 41 73 72 40
endface
face
vertices 42 74 73 41
normals 42 74 73 41
endface
face
vertices 43 75 74 42
normals 43 75 74 42
endface
face
vertices 44 76 75 43
normals 44 76 75 43
endface
face
vertices 45 77 76 44
normals 45 77 76 44
endface
face
vertices 46 78 77 45
normals 46 78 77 45
endface
face
vertices 47 79 78 46
normals 47 79 78 46
endface
face
vertices 48 80 95 63
normals 48 80 95 63
endface
face
vertices 49 81 80 48
normals 49 81 80 48
endface
face
vertices 50 82 81 49
normals 50 82 81 49
endface
face
vertices 51 83 82 50
normals 51 83 82 50
endface
face
vertices 52 84 83 51
normals 52 84 83 51
endface
face
vertices 53 85 84 52
normals 53 85 84 52
endface
face
vertices 54 86 85 53
normals 54 86 85 53
endface
face
vertices 55 87 86 54
normals 55 87 86 54
endface
face
vertices 56 88 87 55
normals 56 88 87 55
endface
face
vertices 57 89 88 56
normals 57 89 88 56
endface
face
vertices 58 90 89 57
normals 58 90 89 57
endface
face
vertices 59 91 90 58
normals 59 91 90 58
endface
face
vertices 60 92 91 59
normals 60 92 91 59
endface
face
vertices 61 93 92 60
normals 61 93 92 60
endface
face
vertices 62 94 93 61
normals 62 94 93 61
endface
face
vertices 63 95 94 62
normals 63 95 94 62
endface
face
linkName telefront
linkSrcTouch
vertices 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 64
normals 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 64
endface
face
linkName teleback
linkSrcTouch
vertices 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 80
normals 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 80
endface
end
enddef
group tele
shift 0 0 0.8
scale 20 20 20
end
teleporter normaltele
position 100.0 100.0 0.0
size 0.125 5 20
rotation 0.0
border 1.12
end
link
src /cylinder8:telefront
dst normaltele
end
link
src /cylinder8:teleback
dst normaltele
end
- McSpider
- Private First Class
- Posts: 49
- Joined: Mon May 11, 2009 10:11 pm
- Location: Yukon Canada
- Contact:
Re: Horizontal Teleporters
You need correct links
When I started your map file it outputted this:
So you need to change your links to this:
And you'll need return links if you want the normal tele to go to the cylinder:
When I started your map file it outputted this:
Code: Select all
linkdefs: link
linkdefs: addSrc /cylinder8:telefront
linkdefs: addDst normaltele
linkdefs: end
linkdefs: link
linkdefs: addSrc /cylinder8:teleback
linkdefs: addDst normaltele
linkdefs: end
LinkSrcIDs:
linkSrc 0: /normaltele:b
linkSrc 1: /normaltele:f
LinkDstIDs:
linkDst 0: /normaltele:f
linkDst 1: /normaltele:b
Potential Links:
/normaltele:b
/normaltele:f
/$g_tele_0/cylinder8:telefront
/$g_tele_0/cylinder8:teleback
LinkMap:
src normaltele:b
dst normaltele:f
src normaltele:f
dst normaltele:b
Code: Select all
link
src /$g_tele_0/cylinder8:telefront
dst normaltele:f
end
link
src /$g_tele_0/cylinder8:teleback
dst normaltele:b
end
Code: Select all
link
src normaltele:f
dst /$g_tele_0/cylinder8:telefront
end
link
src normaltele:b
dst /$g_tele_0/cylinder8:teleback
end
McSpider - BZFlag Maps