OrbWeaver on 13/3/2005 at 15:46
Is it possible to change the direction the player faces when the level starts?
I have tried rotating the PlayerStart actor but it makes no difference - the player always faces East when starting.
redface on 13/3/2005 at 15:59
Weird, it should change if you rotate the starting point marker.
OrbWeaver on 13/3/2005 at 16:31
Well I have tried rotating with the Brush Rotation tool, as well as by Ctrl-Right-Dragging but although the little red arrow changes direction, the player start orientation does not.
Perhaps there is a different method of rotation used for the PlayerStart, since it is an Actor not a brush?
OrbWeaver on 19/3/2005 at 11:55
I loaded up HauntedHouse1.unr in the editor, and noticed that the two PlayerStart objects were both pointing at the front of the Cradle and slightly upwards, which is the direction the player faces in the real game.
However, playtesting this map from the editor (with either the debug build or the release build) ignores these directions and starts the player facing East, at right-angles to the Cradle.
I wonder if this is something to do with the use or non-use of an IBT file? I cannot think of anything else that is different between playtesting from the editor and starting the mission in the real game.
SneaksieDave on 15/5/2005 at 15:26
Anyone have any luck figuring this out yet?
ascottk on 15/5/2005 at 15:56
I think the playerstart direction works only if you're transported there from another map or if a script transports the player.
Taken from my post in (
http://www.ttlg.com/forums/showthread.php?t=94633&page=8&pp=25) this thread:
Quote:
I haven't had the chance to test this yet but I think the marker direction is only applicable if the player transported there from another map. If you set up your map correctly then the player will face the direction you want after you get to the map from Entry.gmp . . . Another use of the playstart archetype is to transport the player to another location within the map. take a look at Inn.gmp. If the first guard sees you then that objective fails and resets then it sends the player back to the starting position with the words "Please Try Again".
OrbWeaver on 18/5/2005 at 20:31
That is encouraging, I assumed the lack of replies meant I was the only one with this problem.
I guess the solution in this case is to use 2 player starts, with the one that the player starts from set to immediately teleport to the second one. I wonder if this is why the OMs seem to have several start points?
Hogwash on 18/5/2005 at 21:48
If you can't move the player start around the map, move the map around the player start!
Mandrake on 19/5/2005 at 11:46
Quote Posted by OrbWeaver
That is encouraging, I assumed the lack of replies meant I was the only one with this problem.
I guess the solution in this case is to use 2 player starts, with the one that the player starts from set to immediately teleport to the second one. I wonder if this is why the OMs seem to have several start points?
I think you'll find they're all the "teleporter" start points for crossing loading zone boundries, and perhaps a few points they forgot about removing during map development ;)
I brought this exact problem up back when the editor first came out, and my suspicion now is that its simply a bug that they overlooked.
How ?
Simple - in the original game a new game is spawned only ONCE - at the very beginning of the game. From then on you "teleport" from one map to another - at the end of a mission a trigger teleports you to a starting location in one of the city maps.
When you start a mission by frobbing the keeper symbol you trigger a script that teleports you to a teleport location on the appropriate map.
This means that all of the player "starting points" apart from the very first one after you go "new game" work properly because they are all really teleport destinations.
The only starting point that would be affected by this bug in the original game is that very first one - can someone confirm that the starting direction in the very first (training) mission is in the "default" direction ? I bet it is :cheeky:
Whether this is a problem depends on whether your FM is just one mission or a sequence of missions I guess....
Also it is possible to turn the compass by using a "north" actor, so that may be something of a workaround too... (although you'd have to build the map at a different angle too...which would get messy for anything other than 90 degrees)
ascottk on 19/5/2005 at 15:45
The Training mission is not truely the first map. The player arrives there from Entry.gmp which really isn't a map but more of a gateway. Seems like they worked around the bug.