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#1 |
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Registered User
Join Date: Jan. 5th, 2001
Location: tornados, Wizard of Oz, 70's rock group, lots of native Americans, etc.
Posts: 340
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modifying Teleporter actor
i've got a modified teleporter which is working fine. While i'm at it, i'd really like to prevent telefragging. I've pored over all the relevant code, but have to confess i can't see exactly how to do it. Was just hoping someone may already be familiar enough with it to point me in the right direction ... ?
I thought about patterning off the way warpzones do it, but i really can't convince myself that it won't cause undesirable side effects ... |
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#2 |
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I didn't ever use teleporters or subclasses of them, but you have a few choices :
Check the Touch[] list of the target teleporter, if any players are in there, or trace a line at the target teleporter and test if it hits an player. |
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#3 |
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Registered User
Join Date: Jan. 5th, 2001
Location: tornados, Wizard of Oz, 70's rock group, lots of native Americans, etc.
Posts: 340
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i guess what i don't understand is whether the game engine enforces telefragging no matter what meaning i'd have to find a way to delay/retry the teleport until the target is clear, or whether there is some flag or other setting which would let it handle the exchange without killing one of the players.
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#4 |
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All the teleporter does is move actors from one location to another, AFIK. The telefragging is caused by the pawns themselves -- try messing around with the function in Pawn with the word "encroaching" somewhere in it.
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