Author Topic: Regions  (Read 6948 times)

The problem with attaching it to bricks is that it means I have to choose what needs to happen. Do I only allow it for bricks of the same size? Do I scale it to the other brick's size? Do I not do any scaling and just make the teleport be relative to the center? All of them have their strengths and weaknesses. That's why I didn't really want to make it be attached to bricks.

If you really really really really really really really want a brick-to-brick option, I suppooooooose I could add one.

Add one but force same type of brick. I see what you're getting at here.

I would say the best option is having it relative to center, with possible input for rotation. Also, you could do a box search where the players would go, and if it impedes on any bricks that specific player would not teleport and would receive an error message.

With set playertransform, there is a way to move a group of people.

On the button, one player pushes it...

[0000] Onactivate>Namedbrick[Baseplate]>toggleeventenabled 1 [on]
[1000] Onactivate>Namedbrick[Baseplate]>toggleeventenabled 1 [off]

On the baseplate, where the players are standing...

[0000] Onplayertouch>namedbrick[Teleporter]>Setplayertransform

I hope this makes sence to you all.


stuff, looks like this has already been ruled out. Sorry about that.
« Last Edit: April 29, 2012, 11:36:13 AM by curiosblockland6 »


I have no idea what you're trying to say here. :|
The player faces a brick and touches it and teleports to the relative side (opposite to as in the other side or the same side walking away.  If the Output brick containing the zone is rotated to a new shape and is asymmetrical, will the output teleportation zone be different?

With set playertransform, there is a way to move a group of people.

On the button, one player pushes it...

[0000] Onactivate>Namedbrick[Baseplate]>toggleeventenabled 1 [on]
[1000] Onactivate>Namedbrick[Baseplate]>toggleeventenabled 1 [off]

On the baseplate, where the players are standing...

[0000] Onplayertouch>namedbrick[Teleporter]>Setplayertransform

I hope this makes sence to you all.


stuff, looks like this has already been ruled out. Sorry about that.
No, it hasn't been ruled out. But thank you for being the first one to post an example of what I was saying.

We're apparently being fought with the "WHY USE 3 EVENTS WHEN YOU CAN USE 1?????" argument.

No, it hasn't been ruled out.

And sometimes, if the player doesn't move, then the onplayertouch event doesn't work.

This is completely brick unrelated. It merely shifts the player's position a certain amount.

I would like to have a brick option for a destination.

Surely it would not be hard to add some fxDTSBrick::getPosition stuff

Inputting a coordinate for an area across the map into a specific room/area would be a bitch.

how do we work the shiftregion stuff? its confusing and i cant get it to work.

Also, if you duplicate a build with setregion events and rotate it, do the new region coordinates on the events move with it? that would be nice if it did.
« Last Edit: May 03, 2012, 06:15:40 PM by Planr »

Accompany on! To Masadora!