Niborius on 12/2/2020 at 14:55
An idea came to my mind, and it involves throwing a remote camera in a teleporter, so that you can actually see what's on the other side before you step into the teleporter yourself.
Before I start spending hours trying to make this work, can anyone tell me if this has been done before, or if this is possible at all?
It's for Thief 2.
I thank thou!
john9818a on 13/2/2020 at 06:42
Would the TrigRoomDeposit script work on the CameraGrenade? Create a new Room Brush that covers the area just starting at the teleporter, and then Route link the CameraGrenade to the new Room Brush. Also ControlDevice link the CameraGrenade to a teleport trap that is ControlDevice linked to the CameraGrenade. Set the Trap Control Flags on the teleport trap to Once. I haven't tested this yet so in theory I think it could work.
intruder on 13/2/2020 at 15:59
Option #1 using tnhScript:Another option might be (
https://dromed.whoopdedo.org/tnhscript/trapmoverelative) tnhScript::TrapMoveRelative.
Say your source-teleporter is located at (0, 0, 0) and the target-teleporter at (10, 0, 200). So, adding "Editor -> Design Note: x=10,y=0,z=200" would teleport the camera to the other portal while preserving the camera's original speed & orientation.
Option #2 using stims/receptrons:Give your portal a new stim and add a receptron for that stim to the camera grenade.
Configure the camera grenade's receptron as follows:
Effect: Teleport Object
Effect data: enter the position of your target portal
Option #2 seems to be much simpler...