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FPSC Classic Product Chat / Teleportation Problem

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Zarok
15
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Joined: 29th Nov 2009
Location: Gallowmere
Posted: 14th Apr 2012 04:47
Okay, while I am fairly new to FPSCreator, this is not my first dabble in the program. I have played with it several times, going back two or three years.

Anyhow, my problem is with teleportation. I have set up a system that will teleport the player when they use the action key close to a door, and this will teleport them to the "If Used" entity.

Now, this works fine most of the time, however I have found certain spots that when the If Used entity is placed there, will function strangely.

What happens is that the player appears to be "attracted" to the wall, almost as if they are half stuck in it and cannot move well. Infact, they can only move half a step in that area with the screen vibrating frantically.

I have no idea what is causing this as I have tried placing the If Used entity in an almost identical place on my map, to check whether it is because it is too close to the walls, and yet it functions perfectly. I would really appreciate if anyone could help me fix this problem as it otherwise could ruin my teleport system.

(Another question I might ask briefly, I am running FPSC 1.19, and I wondered about culling. Because my door system requires four dynamic entities per door to get in and out, that is obviously going to pile up when I have over twenty doors in the level. Will the culling feature help in anyway to ensure that this many dynamic entities will not cause substantial lag? If so, how would I use it to fix this.)

http://darkbasicprogrammingworld.blogspot.com/

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maho76
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Location: universe-hub, playing the flute
Posted: 15th Apr 2012 17:18
i agree, in some spots on the map (depends on nonstatics and lights in the near area) are causing problems with teleporting. most simple way to overcome this is to teleport to a bigger room (3x3 and teleport-out in the middle). what you can also do is using very small objects for teleport-OUT instead of doors or triggerzones.

fpsc distances player to the outer measurements of the object, so smaller objects are more usefull, placed a little up the ground (use isimmobile=1). when readybuild, you can hide these objects in doing them COLOFF and use a totally black texture so they get invisible.

maybe it works better, got good results in the past when testing this.

Zarok
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Location: Gallowmere
Posted: 15th Apr 2012 21:00
Hmm, unfortunately I need to use one segment hallways as they are supposed to be narrow and confining. Also, using very small objects did not seem to stop this strange issue. =(

http://darkbasicprogrammingworld.blogspot.com/

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rolfy
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Posted: 16th Apr 2012 21:01
Some of the scifi segments in particular will cause collision issues due to the shape of them. You should ensure the teleport entity you are using is dead center in the segment, it might also help if you open the .fps file for the particular segment and change colmode for walls to colmode =0 this changes them from poly collision to box but tends to make collision more accurate
Dont do this for ALL segments just make a copy and use that single segment as you TP point..

Awesome! Its one of those threads.
bruce3371
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Posted: 17th Apr 2012 00:13 Edited at: 17th Apr 2012 00:19
I seem to remember Nbt having a discussion about this very thing a while back when he was making his office pack. His solution was to use static entities instead of segments for walls.

Hang on, I'll have a look for the relevant thread and edit this reply when I find it....

....OK I found it here

It was our good friend Flatlander who came up with the solution in that thread, and it was to creat DYNAMIC wall entities (not static as I thought), where your teleport exit will be.

Hope this helps. If you need help creating dynamic wall entities, I'm sure someone round here will be kind enough to offer some help

Zarok
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Posted: 17th Apr 2012 01:51
Hmm, both interesting ideas. I will test them out immediately. Thank you. =)

(Fortunately I have wall entities matching the exact segment I am using.)

http://darkbasicprogrammingworld.blogspot.com/

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Zarok
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Posted: 17th Apr 2012 02:37
Unfortunately those solutions do not work. I guess I am just going to have to keep the teleports at certain distances. Still, thank you for your help.

http://darkbasicprogrammingworld.blogspot.com/

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bruce3371
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Posted: 17th Apr 2012 02:46
Did you use the dynamic walls instead of segments (not as overlays)? That's how Nbt got it to work in his model pack.

rolfy
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Posted: 17th Apr 2012 04:59 Edited at: 17th Apr 2012 06:24
If you let me know which segment you are using I could fix this for you, tested with a few and its an easy fix, but best placed into the segment not placed as a separate entity.
One thing I notice about this, you can use just one single dynamic wall and it will depend on the direction you travel in. If your teleport is sending the player left on the map the entity wall is best nearest to the direction you travel in, it looks like the segment wall forces the player further left in the direction you were going, I haven't tried this with both corridor walls yet but see no reason to as yet since it works fine with one and you can simply rotate the segment to suit..

Heres the fix at work.

The left image shows what your familiar with here, the right shows teleport with a single entity wall built into the segment and you land dead centre in the corridor with no collision issues.



Awesome! Its one of those threads.
Zarok
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Posted: 17th Apr 2012 19:15
Hmm well, I will try this again should the issue bother me once more, as I made the fix just to move the location of the teleport destination and this is working fine.

But again, thank you for your help.

http://darkbasicprogrammingworld.blogspot.com/

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