ascottk on 30/8/2005 at 19:23
There is a teleport property you can add to a regular volume. It works without scripts & the destination point is a PlayerStart TeleportDestination.
Here's the the volume's teleport properties:
Code:
FirstVisitGlobalVar - (I don't know what this does)
PromptForTeleport - True or False
TeleportDestination - (The name of the PlayerStart TeleportDestName)
TeleportDisplayName -
TeleportMap -
TeleportName -
UsePlayerOrientation - True or False
Do not have a PlayerStart within a teleporting volume or you'll keep going to the same destination (you teleport to the PlayerStart but the Volume it's in sends you back to the previous destination).
To teleport without the rough landing I find that the PlayerStart's center should be around 16 unreal units from the ground.
So if you're having performance issues (like me) you can have a seperate part of the map outside of the play area but have it seem like it's within the play area.
TIPS:
* The volume & the surrounding doorway should be the width of the player. Why? The PlayerStart's location isn't variable so if you walk into a doorway near a wall then you won't be near the wall at the destination.
* Have a teleporting volume before a corner (have a fake hallway around the corner so it looks like the hallway you're going to).
* The destination textures should align with the teleporter's textures or it'll ruin the illusion.
* As the above says, the PlayerStart should be about 16 unreal units from the floor.
Okay I'll go back to working on my level & try & see if this'll work for me . . .
EDIT: New ideas - T3Ed doesn't have a MultiSkyboxZoneInfo actor so these volumes could trigger bOutOfWorld=True for the main skybox then bOutOfWorld=False for another skyzone actor that's looking at an area out of the play zone.
Krypt on 30/8/2005 at 21:52
A few random notes... There are also script actions you can use for teleports if you want, which allows you a bit more control over how/when the teleport works but you miss some of the options the volume allows. You can teleport to another place in the same map by putting the map name into the TeleportMap field. FirstVisitGlobalVar will set whatever flag you enter to true the first time you use the teleporter, to add the ability to track whether the player has been to that map before or not.
ascottk on 30/8/2005 at 22:15
Quote Posted by Krypt
A few random notes... There are also script actions you can use for teleports if you want, which allows you a bit more control over how/when the teleport works but you miss some of the options the volume allows. You can teleport to another place in the same map by putting the map name into the TeleportMap field. FirstVisitGlobalVar will set whatever flag you enter to true the first time you use the teleporter, to add the ability to track whether the player has been to that map before or not.
Yeah, I did use scripts for teleporting but I wanted the equivalent of a WarpZone which T3Ed doesn't have. The less scripts the better because the Labyrinth is filled will scripts. The problem I've been having with the Labyrinth was having a large outdoor area I wanted to see from the inside but not see the inside from the outside. A case where Antiportals would've helped. T3 kept rendering rooms I didn't want rendered. It'll be more complicated but the performance in the outdoor area has already improved a lot.
EDIT: Nevermind, at the cost of performance this method is too complicated this late in the design process :p