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Normal Topic Mover thru WarpZone (Read 2544 times)
Dozey
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Mover thru WarpZone
Oct 22nd, 2012 at 6:50am
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It is possible to allow mover for traveling between 2 WarpZones?
  
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KeeperUTX
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Re: Mover thru WarpZone
Reply #1 - Oct 22nd, 2012 at 8:15am
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Even I don't think that's possible. It would likely require a SH1TLOAD of scripting and stuff, so... Sorry for punching you down, mate!
  

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Hellkeeper
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Re: Mover thru WarpZone
Reply #2 - Oct 22nd, 2012 at 1:57pm
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It's not possible. Only projectiles and pawns can.
  

You must construct additional pylons.
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Re: Mover thru WarpZone
Reply #3 - Oct 22nd, 2012 at 8:38pm
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If the warp zone was raised, and the only way to get to it was the mover, you might try an idea.

Use a mover for each zone. I wonder if the player can "warp" onto the 2nd mover, and it continues it's journey?

Then you're not having the mover go through it, but rather have a mover for each zone.
  

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Dozey
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Re: Mover thru WarpZone
Reply #4 - Oct 23rd, 2012 at 9:45pm
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I'll try other way I think..
  
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gopostal
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Re: Mover thru WarpZone
Reply #5 - Oct 23rd, 2012 at 11:27pm
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This might help?

Set 4 waypoints for the mover. They would be
1) Mover start spot
2) just slightly past the entrance point to the warpzone
3) slightly before the exit warpzone
4) mover terminal point

Now jot down the physical location for the mover at the entrance and exit and in code use SetLocation to skip the middle movement between 2 and 3. Either that or set the movement time to .001 manually. You could get all fancy with multiple movers appearing to be just one but it's not the way I'd do it.

I'm not sure what the limits are with movers but it seems to me that you could nudge them around with code and they wouldn't lose their track.
  

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Dozey
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Re: Mover thru WarpZone
Reply #6 - Oct 24th, 2012 at 9:03am
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gopostal wrote on Oct 23rd, 2012 at 11:27pm:
This might help?

Set 4 waypoints for the mover. They would be
1) Mover start spot
2) just slightly past the entrance point to the warpzone
3) slightly before the exit warpzone
4) mover terminal point

Now jot down the physical location for the mover at the entrance and exit and in code use SetLocation to skip the middle movement between 2 and 3. Either that or set the movement time to .001 manually. You could get all fancy with multiple movers appearing to be just one but it's not the way I'd do it.

I'm not sure what the limits are with movers but it seems to me that you could nudge them around with code and they wouldn't lose their track.


So I need to make a subclass of mover. For example Mylevel.EnhancedMover and edit SetLocation function.. I understand now. If I use move time 0.0001 it will move by all keys not only in 2 and 3 keypoint, so I'll try to edit code.
  
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