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FPSC Classic Product Chat / I want to transport somewhere, but don't want to use the sci transporter

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sinkler20
21
Years of Service
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Joined: 12th Mar 2003
Location: United States
Posted: 22nd Sep 2005 04:24
I would like to use a trigger if possible.
what i'm tring to do is : I have the model buildings that you can't access but then I segment the insides so when you walk yp to the fake door of the fake building it transports you inside the segments look alike room.
I can do it with the scifi stuff, but I would prefer it to be invisible.
help.......

philippians 4:13
Infinint
19
Years of Service
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Joined: 17th Sep 2005
Location: wee
Posted: 22nd Sep 2005 05:03
I haven't tried doing this, but it should work. Make your own entity or segment or entity, and just have a null mesh (if its an entity) , or it use the a floor tile mesh/texture (for either segment or entity) , and there should be a setting that governs if its a teleporter or something of that nature.

I havent done this but from what the manual says about adding weapons it should be something similar to that.
electric chihuahua
19
Years of Service
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Joined: 7th Apr 2005
Location:
Posted: 22nd Sep 2005 05:13
Hi
Have you thought about using a winzone to transport to a new level? The illusion might seem the same. You walk up to the door, trip the zone and it transports the player to a new level(which would be the inside of the house). Just an idea. I hope it is helpful.
uman
Retired Moderator
20
Years of Service
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Joined: 22nd Oct 2004
Location: UK
Posted: 22nd Sep 2005 05:14 Edited at: 22nd Sep 2005 05:14
You can use a simple cube model entity - flatten it if you like so the player can stand on it. Give it a transparent texture. i.e. you can make the whole texture black if you like + a 100% black alpha channel. In the entity script set the TSP like so :

transparency =2

That should do it for your entity = invisible.

Use a copy of the teleporter entities script (IN/OUT) files (renamed) if you like or make up your own using the move player postion and player proximity command fucntions for your main functions in script.

Using a modified where necesary copy of the teleporter script files you wont go far wrong + your two new invisible teleporter entities.

Thats it.

sinkler20
21
Years of Service
User Offline
Joined: 12th Mar 2003
Location: United States
Posted: 24th Sep 2005 16:47
I found away to use ordinary stuff like crates to be transporters.
I havn't tried the winzone Idea but that seems good. and the cube Idea seems good, when ever I set transparency to anything( 1 or 2) it's not invisable just slightly transparent.Ist I have to make a cube and then figure out how to get it in the game.

i'm not sure what a dds is. I probably do, just not clicking in my head.Conjured if you could give a detailed explanation of your aproach

philippians 4:13
Dark Merlin Game Studios
19
Years of Service
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Joined: 25th Sep 2005
Location:
Posted: 27th Sep 2005 06:11
A dds is a texture file that fpsc uses for the models

google ".dds editor" or something like that for editing them

i hav a plugin 4 photoshop and it works fine.

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