Author Topic: Regions  (Read 7220 times)

Alright, forget this. I'll go make the damn thing using SPT and you guys can have fun drooling.

Alright, forget this. I'll go make the damn thing using SPT and you guys can have fun drooling.

You go have fun proving there's technically an incredibly difficult way to replicate this with twenty events while we all ignore you and make three-event elevators.

You go have fun proving there's technically an incredibly difficult way to replicate this with twenty events while we all ignore you and make three-event elevators.
i just realized i'm being a hypocrite

I cannot seem to figure out how to use this probably due to some supid oversight on my part.
What I tried:

Player-> setRegion [thing]  OnActivate->self->moveRegion_V2 [0 0 10][5][thing][]
...                                      ...              named brick

I cannot seem to figure out how to use this probably due to some supid oversight on my part.
What I tried:

Player-> setRegion [thing]  OnActivate->self->moveRegion_V2 [0 0 10][5][thing][]
...                                      ...              named brick

You have to trigger the input event you have setRegion on first.
Also, you'll have to wait five seconds before you shift positions.

Looks neat, but I have a question.

If a group of players goes into a "zone"

One presses a button with everyone in it,

and one person leaves,

Would that lone person be teleported in front of everybody without being in the zone anymore, or would he not be teleported with the group?

To make things simpler,

A goes with B and C

B presses event trigger

A steps out of zone afterwards

A goes with B and C? Or does A stay?


-snip-

A would not be teleported with the rest. Only the people with the teleporting region tag will be teleported. However, this goes for all regions, whether or not they're set by one client or another, so it's probably a good idea to add a prefix to your regions.

Are we able to just teleport everyone at once to another named brick, but not without having to put in the coordinates?

No - this doesn't teleport to another brick. I found that invited problems. Instead, you enter the amount of relative shift you want, a time until transit, the name of the new region (leave blank to clear), and a transit message (leave blank for none).

Would it be alright Xalos, if I rescripted this to disclude the countdown, but keep it to my self?

Is this mainly controlled by the 0 0 0 coordinates for placement and does it have a " ToNamedBrick" option?

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

Would it be alright Xalos, if I rescripted this to disclude the countdown, but keep it to my self?

See: Version 2.


Is this mainly controlled by the 0 0 0 coordinates for placement and does it have a " ToNamedBrick" option?

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



I have no idea what you're trying to say here. :|

This is completely brick unrelated. It merely shifts the player's position a certain amount.
Could you make it brick related?

It would be easy to do, all that happens is the script does the math instead of the person