Author Topic: A teledoor that adds/subtracts player position, not sets  (Read 1886 times)

In teledoors, your player position is set to the center location of a teledoor. I don't want that. I want the teledoor to teleport the player to the other teledoor based on the players position. So say that you walk in the teledoor through the right side, you come out the left, you go through the middle, you come out the middle, and if you go through the left, you come out the right.

The event doPlayerTeleport (I think?) works like this. It's not a teledoor, but it's fairly easy to event and build one.

Are you unable to name them and face them through normal means?

Are you unable to name them and face them through normal means?
Read more closely - he's asking for one that changes your position relatively, so that entering the left teleports you into the left, rather than into the center.

Read more closely - he's asking for one that changes your position relatively, so that entering the left teleports you into the left, rather than into the center.
The actual brick is a 1×4×6 or 1×4×5 iirc, only covering the back face.  The black is part of the scripted .blb, but it has no collision.  You would have to either break the default teledoor functions, or rewrite new custom teledoors to factor that in.

It will not work with teledoors unless you add an offset.  Not sure why you would want this kind of thing, personally, because it makes things not seamless.
« Last Edit: May 31, 2014, 11:21:31 AM by SWAT One »

The actual brick is a 1×4×6 or 1×4×5 iirc, only covering the back face.  The black is the model mounted to it/a part of the .dts, but it has no collision.  You would have to either break the default teledoor functions, or rewrite new custom teledoors to factor that in.

It will not work with teledoors unless you add an offset.  Not sure why you would want this kind of thing, personally, because it makes things not seamless.
No, it makes things more seamless. If you enter the left of teledoor A, you pop out of the center of teledoor B, according to OP, anyway. This effect can be pretty jarring, so he's asking for one with relative offsets so that it is seamless.

No I mean player walking out of hole of darkness vs player popping into existence.

Seamless is something that uses smooth transitions so that it is dynamic.  An example would be the transition when you swipe a smartphone or tablet's homescreen from side to side.  When you do that, it moves to the side.  This example would be not seamless as players would just appear.  Again to the smartphone/tablet example, if you swiped and that was immediately at the next screen, it wouldn't be seamless or dynamic.

OP can always use events like onTeledoorExit >> Player >> addVelocity/SetVelocity.  Events should rotate when duped.

No I mean player walking out of hole of darkness vs player popping into existence.

Seamless is something that uses smooth transitions so that it is dynamic.  An example would be the transition when you swipe a smartphone or tablet's homescreen from side to side.  When you do that, it moves to the side.  This example would be not seamless as players would just appear.  Again to the smartphone/tablet example, if you swiped and that was immediately at the next screen, it wouldn't be seamless or dynamic.

OP can always use events like onTeledoorExit >> Player >> addVelocity/SetVelocity.  Events should rotate when duped.
It's not about velocity, or about the black cover. It's literally just that when you enter on the left, you pop out of the left, and when you enter on the right, you pop out of the right. Nowhere did I say that you would get rid of the black cover. In fact, that was never even mentioned.

A problem with this is if you entered on a side, you might teleport into a brick and get stuck.

The actual brick is a 1×4×6 or 1×4×5 iirc, only covering the back face.  The black is the model mounted to it/a part of the .dts, but it has no collision.
This statement is wrong. The teledoor does not have a .dts nor is a .dts mounted to it. It's all one .blb.

This statement is wrong. The teledoor does not have a .dts nor is a .dts mounted to it. It's all one .blb.
Thanks.  Fixed.

It's not about velocity, or about the black cover. It's literally just that when you enter on the left, you pop out of the left, and when you enter on the right, you pop out of the right. Nowhere did I say that you would get rid of the black cover. In fact, that was never even mentioned.
Oooooh I understand now.  Interesting concept.

Well, think about it. You have a thin collision box with a black cover infront of it, so that the player does not teleport till they 'step inside the door', for seemless teleporting.

How do you keep this effect if the player is to enter from multiple sides?


Well, think about it. You have a thin collision box with a black cover infront of it, so that the player does not teleport till they 'step inside the door', for seemless teleporting.

How do you keep this effect if the player is to enter from multiple sides?
Though blocky, make it a + shaped brick.

Setplayertransform?
Different events.

Though blocky, make it a + shaped brick.
Or a cuboid for collision with a larger black cuboid for the effect.