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FPSC Classic Scripts / Is there any way to make a teleporter work in a multiplayer level?

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bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 21st Sep 2010 20:20
I'm aware that entities default to static in a multiplayer level, but I was wondering, is there any way at all of 'bluffing' the engine into allowing an entity to made into a dynamic entity?

I would really like to have teleporters in a multiplayer level, Like UT and Q3 did.

I game therefore I am.
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 21st Sep 2010 20:36
Not really unless you somehow make it a weapon, ammo or health I dont think it can be done . If im talking complete BS let me know though

Cheers,
Anayar


For KeithC
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 21st Sep 2010 21:14
I've just taken another look at the problem, and I found a solution!!

Instead of trying to change the teleporter entity from static to dynamic, I edited the teleportIN.fpe file to use the 'transporttoexit' script, I then saved the new .fpe as teleportIN_mp.fpe and hey presto, working teleporters in multiplayer levels lol.

I game therefore I am.
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 21st Sep 2010 23:13
wow, explain how you did that again? I kind off lost you lol

Anyways, glad you found a fix... I guess I was completely wrong again...

Cheers,
Anayar


For KeithC
bruce3371
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Location: Englishland
Posted: 21st Sep 2010 23:45 Edited at: 21st Sep 2010 23:47
No, in a way, you were right Anayar. You can't change a static entity to a dynamic one in a multiplayer map. What you can do however, is edit the entity's .fpe file.

When I thought about it again, I realised that if the lifts can be used in a multiplayer map, why can't the teleporters? So, I asked myself "What is it about a lift that makes it useable in a multiplayer map, even though it defaults to static?".

That's when I started to look at the .fpe files for the entities. I noticed that even though you can't edit them in the map editor, the .fpe files still point to certain scripts.

So I had a look in the scriptbank, to see what scripts made the lifts work. I found the 'transportifused.fpi' and the 'transporttoexit.fpi' scripts.

After that, it was simply a matter of editing the teleportIN.fpe file, in FPI Editpad, to use the 'transporttoexit.fpi' script!

I game therefore I am.
Mr illusionest
17
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Joined: 5th Mar 2009
Location: Cairo , Egypt
Posted: 22nd Sep 2010 18:10
Quote: "I realised that if the lifts can be used in a multiplayer map, why can't the teleporters? "


Have a , That's the perfect way to think on problem solving , that way you can get to almost anything you want , And that's what makes a A+ programmer .

Cheers bro

"I am the night visitor when everyone is sleep , and when the last light fades"
The illusionest
bruce3371
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Location: Englishland
Posted: 22nd Sep 2010 20:47
Thanks!

All I did was apply a little bit of lateral thinking to the problem.

A+ programmer? Hmmm, I don't know about that, I'm not even an F- programmer lol.

I game therefore I am.
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 22nd Sep 2010 21:16
Bruce, Alright,here's my next job for you- Make working flags in FPSC's Multiplayer. Ill supply the models and animations and as much money as you want (within my limited resources ofcourse ) if you can get this to work

^Joke (Unless you actually want to try )

Cheers,
Anayar


For KeithC
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 22nd Sep 2010 22:31
If the model is already animated, you just simply drop it into your MP map and as long as the .fpe file points to an 'animate' script, it should just work.

I tried it with Pirate Myke's animated furniture pack and it worked, so I don't see any reason why your animated flags shouldn't work as well.

If, on the other hand you're wanting flags for a capture the flag MP map, I've no idea how to get that to work without learning programming lol

I game therefore I am.

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