Author Topic: Regions  (Read 6983 times)

Very nice, finally elevators.

Very nice, finally elevators.
But this could already be done with kalphiter's elevators...

:o

shouldn't setzone go in "self" though? that way we could use relays to set zones

Very nice, finally elevators.

But this could already be done with kalphiter's elevators...

Tried them, used them, found that using a setplayertransform system makes it more realistic, developed system using events to make extremely realistic elevator, found that setplayertransform only works with one player, was sad, found this topic, masturbated.

So, this is basically a zoned teleport event?

What about rotating bricks to change their relevant teleport postion?  this work?

Oh. Well I guess that could be useful...for people with OCD.
Think of things where you want to teleport someone but you don't want them to notice they were teleported.  Elevators?  Tunnels?

there are a few arguments to setPlayerTransform, one persists position relative to the brick, and the other persists velocity.

I'm going to need some serious selling on this event, as I do not believe it is neccesary with SPT.

oh and plus, with regions you can make it move with multiple players


Invisible carpool!

But this could already be done with kalphiter's elevators...
Kalphiter's elevators look like crap and don't move smoothly.  They also go through things a lot.

there are a few arguments to setPlayerTransform, one persists position relative to the brick, and the other persists velocity.

I'm going to need some serious selling on this event, as I do not believe it is neccesary with SPT.

If you were to use setplayertransform events for an elevator instead of the elevator mod, with this you can make an elevator looking room.  But with setplayertransform, only one person could be teleported at one time, so if you go into an elevator with a lot of people, and one person at a time is teleported, it would look weird.  Or using a blocking system that only allows one person in an elevator at a time, which is what I had done for a while, but that would not be very realistic.

With Regions, multiple people can be teleported, thus a more realistic setplayertransform elevator can be made.

:o

shouldn't setzone go in "self" though? that way we could use relays to set zones

Region is player-based. You have to set a player's zone when they enter a region and when they leave it. I didn't want to impose one default method for creating regions because different people may have different ideas on how to do it, some of which might be better than whatever I make.





EDIT:
PLEASE NOTE:
Use shiftRegion_V2 from now on. You will not have to re-event old contraptions if you don't want to.

To show the victim's name in the transit message, use the tag [NAME].
To show the time left to transit in the transit message, use the tag [TIME].
THESE BOTH MUST BE UPPERCASE OR THEY WILL NOT CHANGE.
« Last Edit: April 24, 2012, 06:51:59 PM by Xalos »

If you were to use setplayertransform events for an elevator instead of the elevator mod, with this you can make an elevator looking room.  But with setplayertransform, only one person could be teleported at one time, so if you go into an elevator with a lot of people, and one person at a time is teleported, it would look weird.  Or using a blocking system that only allows one person in an elevator at a time, which is what I had done for a while, but that would not be very realistic.

With Regions, multiple people can be teleported, thus a more realistic setplayertransform elevator can be made.
[on buttons]
onActivate > named brick > seteventenabled
[on named brick, floor of elevator]
onPlayerTouch > named brick > setPlayerTransform

[on buttons]
onActivate > named brick > seteventenabled
[on named brick, floor of elevator]
onPlayerTouch > named brick > setPlayerTransform

Everyone ends up on the exact same spot of the other elevator brick.

Not very realistic when everyone was originally spread out before.

[on buttons]
onActivate > named brick > seteventenabled
[on named brick, floor of elevator]
onPlayerTouch > named brick > setPlayerTransform


Everyone ends up on the exact same spot of the other elevator brick.

Not very realistic when everyone was originally spread out before.


Also if you want to create multiple floors, it would be difficult.  And sometimes, if the player doesn't move, then the onplayertouch event doesn't work.  So some people will be moved, and some won't.