I'm having a lot of trouble getting some teleporters positioned.
They're not part of my quest; I just want to add them temporarily for short-cuts while testing.
I've tried Room Platform and Zero Altitude settings, but neither works. Sometimes when I change one end, the other end moves. Am I doing something wrong? Is it a known issue? Is there a work-around?
Part One: Take your spawn point and put it in the room you are testing. You will spawn there when engaging an specific objective/room in testing.
Part Two: When in map, go to place you want to position troublesome portal. Type /locvec (use this for anything, really) to find YOUR coordinates. Write those down and place them in your portal's coordinates. This should make it spawn perfectly in the place you want it.
EDIT: Part 1/2 are not co-dependent on one-another. Part one is how I personally test my maps now. Part two is how you can deal with object placement.
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Short Code Copy/Paste: NW-DJC4R9H3R
In the properties panel, when you click on an object on your map, there's a drop-down list that lets you set the Y coordinate relative to either Room Platform and Zero Altitude.
I assume the Y value displayed by /locvec would be relative to Zero Altitude. I'll do some testing...
One other note, not sure where it is on here but there was a post for the formula to convert degrees to radians but the yaw rotation entry for teleporters operates on radians rather than degrees.
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kamaliiciousMember, NW M9 PlaytestPosts: 0Arc User
edited May 2013
I've run into times where the teleporter simply didn't appear where it was placed, it was about 40 feet away from where the Foundry said it was. Had to delete it and place a new one.
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Part Two: When in map, go to place you want to position troublesome portal. Type /locvec (use this for anything, really) to find YOUR coordinates. Write those down and place them in your portal's coordinates. This should make it spawn perfectly in the place you want it.
EDIT: Part 1/2 are not co-dependent on one-another. Part one is how I personally test my maps now. Part two is how you can deal with object placement.
Short Code Copy/Paste: NW-DJC4R9H3R
And thanks for the /locvec tip, I didn't know about that one. I assume it's used relative to Zero Altitude?
The Cursed Emerald:
Short Code Copy/Paste: NW-DJC4R9H3R
I assume the Y value displayed by /locvec would be relative to Zero Altitude. I'll do some testing...
The Cursed Emerald: