I'm not sure if this is possible without having to create multiple versions of the same map, but take for instance the TOS ship interior map. On the map there are 3 distinct areas. The Jefferies Tube inside corridor, the crew deck, and the engineering deck. If I wanted to send the player to different points on these decks I wasn't able to transition to a different spawn point without totally making another map and spawning them on that section.
What I was ultimately trying to do is have the player click an invisible object placed near the Jefferies Tube opening and go to a different deck and talk to an NPC. I figured if I put the NPC in and linked it in the story they would spawn at the spawn point I placed on that deck. However it didn't do that.
Am I missing something or is that just not possible with our current tools?
I'm not sure if this is possible without having to create multiple versions of the same map, but take for instance the TOS ship interior map. On the map there are 3 distinct areas. The Jefferies Tube inside corridor, the crew deck, and the engineering deck. If I wanted to send the player to different points on these decks I wasn't able to transition to a different spawn point without totally making another map and spawning them on that section.
What I was ultimately trying to do is have the player click an invisible object placed near the Jefferies Tube opening and go to a different deck and talk to an NPC. I figured if I put the NPC in and linked it in the story they would spawn at the spawn point I placed on that deck. However it didn't do that.
Am I missing something or is that just not possible with our current tools?
On the TOS interior, the only things you can really do are:
A. kill the player and respawn him on a different part
B. Use a crazy trigger based thing that puts walls on top of the player, trapping them in geometry and sending them instantly to a respawn point in the jeffries tube.
C. Use a different version of the same map.
On the TOS interior, the only things you can really do are:
A. kill the player and respawn him on a different part
B. Use a crazy trigger based thing that puts walls on top of the player, trapping them in geometry and sending them instantly to a respawn point in the jeffries tube.
C. Use a different version of the same map.
I wonder if I could work that into the story somehow...
Suddenly a s*** ton of unrelated mobs spawn and kill you but lucky God saw it from the Galactic Barrier and decided you should live but on a different deck.
I wonder if I could work that into the story somehow...
Suddenly a s*** ton of unrelated mobs spawn and kill you but lucky God saw it from the Galactic Barrier and decided you should live but on a different deck.
Lol
I do something like this on my missions where I custom-build a map high above a ground map:
Say I have an open window. Well the first thing any player will do is jump out (looking at you WoodyValley). So, on those maps where I don't feel like putting an invisible wall to stop them jumping, what I do is on the ground where they land, I put a character named QQ who mocks the player and then spawns dozens of targs to kill you so you respawn back in the part that I built.
I was thinking of using the geometry trick to move a character around a map I'm making, but I don't know if it's reliable enough to use safely.
It does seem to be fairly reliable, though i'm not sure if anyone has tested it post-S7.
There are some rules to keep in mind:
-Its best to make sure the player is in a small space, like a turbolift, and then make sure you spawn enough walls to cover anywhere the player might be standing.
-It will respawn the player at the closest spawn or respawn point, so make sure the one you want them to teleport to is closer than the original spawn point (that's why you can't teleport between decks on the TOS connie map).
I was thinking of using the geometry trick to move a character around a map I'm making, but I don't know if it's reliable enough to use safely.
Maybe it was the way i was trying to do it, but sometimes it wasn't reliable for me. It works like a charm for Pendra, but i found that the results varied depending on where I was standing.
Comments
On the TOS interior, the only things you can really do are:
A. kill the player and respawn him on a different part
B. Use a crazy trigger based thing that puts walls on top of the player, trapping them in geometry and sending them instantly to a respawn point in the jeffries tube.
C. Use a different version of the same map.
I wonder if I could work that into the story somehow...
Suddenly a s*** ton of unrelated mobs spawn and kill you but lucky God saw it from the Galactic Barrier and decided you should live but on a different deck.
Lol
I do something like this on my missions where I custom-build a map high above a ground map:
Say I have an open window. Well the first thing any player will do is jump out (looking at you WoodyValley). So, on those maps where I don't feel like putting an invisible wall to stop them jumping, what I do is on the ground where they land, I put a character named QQ who mocks the player and then spawns dozens of targs to kill you so you respawn back in the part that I built.
Click here for my Foundry tutorial on Creating A Custom Interior Map.
It does seem to be fairly reliable, though i'm not sure if anyone has tested it post-S7.
There are some rules to keep in mind:
-Its best to make sure the player is in a small space, like a turbolift, and then make sure you spawn enough walls to cover anywhere the player might be standing.
-It will respawn the player at the closest spawn or respawn point, so make sure the one you want them to teleport to is closer than the original spawn point (that's why you can't teleport between decks on the TOS connie map).
Foundry Mission Database
Check out my Foundry missions:
Standalone - The Great Escape - The Galaxy's Fair - Purity I: Of Denial - Return to Oblivion
Untitled Series - Duritanium Man - The Improbable Bulk - Commander Rihan
Maybe it was the way i was trying to do it, but sometimes it wasn't reliable for me. It works like a charm for Pendra, but i found that the results varied depending on where I was standing.