Is it possible to make a 1 way teleporter?
i'm trying to make it so a teleporter takes a player to an obscure corner of my map and i dont want them to be able to just jump back in the teleporter to fix it. any one know how to do this?
Or if you don't want the teleporter a task (like a secret area that once your in you have to do something else to get out) drop an area marker right on the exit side of the teleporter and have the teleporter disappear when the player reaches this spot. You will use the Component Reached option for this.
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werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
Or if you don't want the teleporter a task (like a secret area that once your in you have to do something else to get out) drop an area marker right on the exit side of the teleporter and have the teleporter disappear when the player reaches this spot. You will use the Component Reached option for this.
Teleporters do not have the <visible>/<disappear when> options
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited May 2013
. . . . . If possible, make the exit appear 10-15 or so feet above the ground so players will fall just a little and be unable to reach the exit to portal back. But yeah, one way teleporters would be great!
agentjasporMember, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited May 2013
I asked this same question a few weeks ago. The Y axis doesn't work great - Got stuck in ceilings or fell through the map. The solution I eventually went with was invisible walls. Not great, but works for now.
Hell, I'd use a -visible- wall. It'd be even more freaky to the player then
... now I'm thinking of a long corridor with a bunch of markers and unspawned walls, and as the player moves down the corridor, the walls spawn in behind them....
I was goofing around with this last night, if you want one way teleporter you'll have to have a second map and then use those as the exit points and stack them on top of eachother I think... otherwise you'll have to use them both on a single map. like lets say your tavern is at the bottom and your actual dungeon is up higher on the map.
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werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
I was goofing around with this last night, if you want one way teleporter you'll have to have a second map and then use those as the exit points and stack them on top of eachother I think... otherwise you'll have to use them both on a single map. like lets say your tavern is at the bottom and your actual dungeon is up higher on the map.
that doesn't work for me because i want them to respawn in a different part of the same dungeon
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boydzinjMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
You can camouflage teleporters.
I created a map where you talk to one NPC and he gives you a quest. Once you are done, you return the quest and get a new quest. You repeat a few times. The problem I faced was... some of the objectives were a bit far and people got tired of retracing their steps. So I decided to put teleporters in ... after every quest object.
The problem I faced, there was no way to make them appear or disappear at will. At first, it ruined the game and quest... since players could safely enter the teleporters and hit the objectives within moments. If I left them out, then players would have to retrace a long treck BACK to base just to go back out again and back again and then out and back again and again and again.
The Foundry is like a game. It has rules and limitations you will either accept it and work with it... and find ways to work around problems or dont and get accept. I decided to work around the problem. I can not make teleporters spawn or despawn. So here is what I did... I camouflaged them.
When you talk to the main quest NPC at first, there is this big building behind the player. The teleporter is INSIDE that building. As the player is going and nearing the objective there is another building near the objective as well. The teleporter is in that building as well! Remember, a teleporter needs two spots, I call them A and B. In both situations I have A and B covered by a building. Once the objective is complete I despawn the building and ... WHAM the teleporter is there to safely take the player back to the main NPC. Likewise, I de-spawn the building near the NPC ... so if the player ever needs to use the teleporter - he has access to it.
However, the other problem came out... it looked unnatural for an entire building to despawn. So I did something sneaky. I created two buildings back to back. Imagine this... a square house... on the north side is the door and the south side is where the teleport is at. i displaced the second house on the same location as the first house but displaced it a few inches south to cover up the teleporter. That way when I despawn the building... I despawn the 2nd house that is partially over the first building.
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werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
mine is a bit more complicated than that because i want it to disappear AFTER it has been used but i tried to do something like this but it just kept ending up with either
1 the player would get stuck in the area i was trying to block
or
2 the player could easily just be like "whoops bad choice" and get back into the teleporter before hitting the area trigger to spawn the block
Be careful blocking a teleporter! If someone is running a quest with a friend / party and you make an invisible wall block a teleporter when a player reaches X, then this can strand the other players.
Currently if you want a 1 way teleporter, then place the exit slightly higher up so a player can not interact with it again after using it. This way any party members can also come through. (Not a great solution, but its better than assuming players are alone and using invisible walls).
Also take into account, what if the player dies. Do you want to block area X from the player if they die? Using invisible walls etc will block a player from going back if they die and the re-spawn point is before the teleporter.
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As has been said before, teleporters are easy to make one-way for solo players but much harder for multiple players. The only way to do it for multiple players is to have a drop that the players can't jump back up to (impossible in a lot of the indoor environments), I can't see a problem with having one-way teleporters... it's not like there aren't a thousand other ways of trapping players.
. . . . . If possible, make the exit appear 10-15 or so feet above the ground so players will fall just a little and be unable to reach the exit to portal back. But yeah, one way teleporters would be great!
Or work the whole Skyrim tactic, where they place the exit path up on a ledge.
0
coinoMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 14Arc User
edited May 2013
Easiest way ive found is placing the teleporter far enough above the floor so a player can go through one end and drop down but not target the portal above.
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Teleporters do not have the <visible>/<disappear when> options
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... now I'm thinking of a long corridor with a bunch of markers and unspawned walls, and as the player moves down the corridor, the walls spawn in behind them....
that doesn't work for me because i want them to respawn in a different part of the same dungeon
I created a map where you talk to one NPC and he gives you a quest. Once you are done, you return the quest and get a new quest. You repeat a few times. The problem I faced was... some of the objectives were a bit far and people got tired of retracing their steps. So I decided to put teleporters in ... after every quest object.
The problem I faced, there was no way to make them appear or disappear at will. At first, it ruined the game and quest... since players could safely enter the teleporters and hit the objectives within moments. If I left them out, then players would have to retrace a long treck BACK to base just to go back out again and back again and then out and back again and again and again.
The Foundry is like a game. It has rules and limitations you will either accept it and work with it... and find ways to work around problems or dont and get accept. I decided to work around the problem. I can not make teleporters spawn or despawn. So here is what I did... I camouflaged them.
When you talk to the main quest NPC at first, there is this big building behind the player. The teleporter is INSIDE that building. As the player is going and nearing the objective there is another building near the objective as well. The teleporter is in that building as well! Remember, a teleporter needs two spots, I call them A and B. In both situations I have A and B covered by a building. Once the objective is complete I despawn the building and ... WHAM the teleporter is there to safely take the player back to the main NPC. Likewise, I de-spawn the building near the NPC ... so if the player ever needs to use the teleporter - he has access to it.
However, the other problem came out... it looked unnatural for an entire building to despawn. So I did something sneaky. I created two buildings back to back. Imagine this... a square house... on the north side is the door and the south side is where the teleport is at. i displaced the second house on the same location as the first house but displaced it a few inches south to cover up the teleporter. That way when I despawn the building... I despawn the 2nd house that is partially over the first building.
1 the player would get stuck in the area i was trying to block
or
2 the player could easily just be like "whoops bad choice" and get back into the teleporter before hitting the area trigger to spawn the block
Currently if you want a 1 way teleporter, then place the exit slightly higher up so a player can not interact with it again after using it. This way any party members can also come through. (Not a great solution, but its better than assuming players are alone and using invisible walls).
Also take into account, what if the player dies. Do you want to block area X from the player if they die? Using invisible walls etc will block a player from going back if they die and the re-spawn point is before the teleporter.
Or work the whole Skyrim tactic, where they place the exit path up on a ledge.