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How did Pendra80 do this?

kirksplatkirksplat Member Posts: 0 Arc User
Pendra80's new mission "The Long Sleep" includes a moment when you get into a turbolift on one spot of the (Cryptic-made interior) map and the lift moves and opens at a different spot on the map. When you hit M and look, you can see your boffs left behind in the previous spot.

So, essentially, he moves the player over black space and the turbolift door opens in the shuttle bay. He entirely bypasses the normal corridor that leads to the shuttle bay. The lift opens on a side of the shuttle bay where there is no door.

This seems impossible. If I didn't experience it, I'd never believe it could be done with the foundry. It's not a respawn trick.

So, how was it done?
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Post edited by kirksplat on
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  • zorbanezorbane Member Posts: 1,617 Arc User
    edited September 2012
    come to chat we need to talk
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited September 2012
    You went away last night before Zorbane figured it out. It's quite ingenious and applicable to other maps.
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  • ufpdewolfeufpdewolfe Member Posts: 95 Arc User
    edited September 2012
    What is the method? I would love to get some kind of trick to move players around the map.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Um, yeah, more data: WANT!

    Seriously, I want to know how to do this too.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2012
    hang on folks, we're testing to learn all we can so that our info is reliable.
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  • cers001cers001 Member Posts: 286 Arc User
    edited September 2012
    probabley the same way cryptic does it or he put in it say "when player reaches x player must use console at y and set up a spawn point"
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  • zorbanezorbane Member Posts: 1,617 Arc User
    edited September 2012
    OK I have authorization to post about this trick.

    In Pendra80's mission "The Long Sleep" the player uses the turbolift to get to the shuttle bay. When the player interacts with the turbolift they will suddenly appear in the turbolift in another room...in other words being teleported.

    It is a really simply trick but extremely well implemeted by pendra.

    What he did was cause one or several walls (I couldn't tell in the mission but in my test I used 3) that would appear on a component complete trigger. These walls would show up where the player is expected to stand when they perform the component complete. With the player now embedded into the wall(s) the game instantly spawns the player to their current spawn point, be it a respawn point or the original spawn.

    Since it uses a respawn point the author can use this to control where the player will end up.

    I have published a test project showing this in action. It is called "Teleporter Test". If you stand right at the end of the turbolift it will work, however if you're around the edge of the invisible object the walls will appear but you won't get teleported, just nudged.

    While this is is a neat trick and will have many uses, we've already found a couple problems with it

    Boffs will not be teleported
    It is a one shot affair. If there are two or more players in the same mission it will only work on one of them unless they're both standing in the right place.
    We haven't gotten this working on an exterior map
    If the player is not in the exact spot they will get stuck or nothing will happen

    Still a neat trick and props to Pendra for discovering it. I'm hesitant to use this because of the above issues but I'm sure you guys can figure out some cool ways of using it.

    Also if a dev is reading this can you comment on whether this is "working as intended" and won't be taken out? If it will be, we'll need to know so we avoid using this trick.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2012
    Yeah, it's neat in Pendra's mission, but I too would be hesitant to use it. If the author's aim to get a player stuck in geometry, it might backfire. I'll try to watch Pendra's reviews, just to see if some players stay stuck.

    He may have his walls very precisely laid down, but when I tested it, it was kind of a gamble whether I'd teleport or whether I'd just be stuck.

    I was also able to use the trick to instantly send a player from the TOS interior to the small Jeffrey's tube area. And I did get it to work on an exterior map.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2012
    btw, I did get it to work on an exterior map.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Hmm... I just tried it on Zorbane's demo map. Neat trick. Not sure if I'll use it but it's cool.
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  • muarenmuaren Member Posts: 0 Arc User
    edited September 2012
    Genious!
    Real wibbly-wobbly, timey-wimey stuff going on in the Foundry.
    Creating these work-arounds takes real talent.
    Good job!
  • designationxr377designationxr377 Member Posts: 542 Arc User
    edited September 2012
    That's impressive. Wow.

    I'm still attempting to figure out how Kirkfat did his version of the trick in "Relics" with what appeared to be a timed door.
  • th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited September 2012
    I would love to see any kinks sorted and make it into actual mission/interior use.
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  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited September 2012
    I know that one, he made a video tutorial about that. The trigger is an enemy squad getting killed somewhere off on the map by a friendly squad which were seperated by (invisible) walls until the player triggers the turbolift. So the ride takes however long the enemies take to die.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2012
    timelord79 wrote: »
    I know that one, he made a video tutorial about that. The trigger is an enemy squad getting killed somewhere off on the map by a friendly squad which were seperated by (invisible) walls until the player triggers the turbolift. So the ride takes however long the enemies take to die.

    sort of. Just a simple timer mob where the npcs spawn with the close of a door. door goes away (thus opens) with component complete death of targs. Turbolift shakes due to an energyball set to appear and disappear likewise.

    I think it's in the 7th part of my triggers tutorials.

    Also, re: Pendra's trick. There may be a way to use it to spawn without boffs. Simply put, if your spawn is put in a place that makes the player jump to a nearby respawn, then you can almost instantly spawn at the respawn while your boffs are stuck.

    Note, this may note work in a published test due to boff pathing. We've seen how they are now spawning in places where they shouldn't because they don't think that they can path where the original spawn is set. It's worth testing though.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    After seeing that trick a few times I kinda wonder if it might be possible to reuse it by getting rid of the respawn point you used previously.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Oh.. here's another idea... I was thinking about situations where I'd seen similar behavior and one of my missions does something similar, albeit unintentionally.

    In Treasure Hunt, one of your objectives is to sabotage a device. When you do so, an objective complete trigger is used to replace the object with a destroyed version of it. The destroyed version is somewhat larger. One strange thing I noticed when testing the mission was that it you were too close, especially if you stood to the south, it'd move you away from the device(this didn't work if you stood inside the device). But this location WASN'T a spawn point. Maybe it only moves to a spawn point if the spawn point is close? Or maybe it's just trying to move you outside the object that appeared and can be coaxed into moving to strange locations?
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    I tinkered with it.... Check out "movement testing". I made it so that you walk straight forwards to a spot on the map, a block spawns, (usually) the game relocates you to the top of the block, where you trip another trigger, thus causing another block to spawn.... etc. All together this demo has 6 triggers. at the end of the sixth you're so high up it's hard to see the spawn point!

    But I discovered something interesting. I screwed up during the edit process and accidentally made 3 blocks spawn simultaneously. When that happened it DID actually put you back at the spawn point instead of moving you the way it did with most of the triggers.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    Also I think I figured out the coordinate system used for Snap to grid!

    When testing I tried using /loc to tell me how high I was after spawning the blocks on top of myself. The numbers i got made no sense to me at first.... then I realized something. The XYZ coords used for positioning things in foundry are in meters. /loc returns values in FEET! I suspect that some fo the weirdness associated with snap to grid is due to it using FEET for the grid that things snap to. It also explains why the cube I used for my test has two sets of numbers for it's dimensions. It's NAME claims it's a 40 soemthing cube, but it's description says 13. Well.... 40 feet is pretty close to 13 meters.
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2012
    Also I think I figured out the coordinate system used for Snap to grid!

    When testing I tried using /loc to tell me how high I was after spawning the blocks on top of myself. The numbers i got made no sense to me at first.... then I realized something. The XYZ coords used for positioning things in foundry are in meters. /loc returns values in FEET! I suspect that some fo the weirdness associated with snap to grid is due to it using FEET for the grid that things snap to. It also explains why the cube I used for my test has two sets of numbers for it's dimensions. It's NAME claims it's a 40 soemthing cube, but it's description says 13. Well.... 40 feet is pretty close to 13 meters.

    The devs started out with feet and then switched to meters without fixing what was set as feet. It's been a long, long debacle that has made the dimensions not fit with the coordinates. No clue if it's every going to be fixed.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    So... they just recoded the interface to display in meters even though the game actually uses feet when storing the object coordinates? Hmm... new feature request time!
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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited September 2012
    So... they just recoded the interface to display in meters even though the game actually uses feet when storing the object coordinates? Hmm... new feature request time!

    I don't really know what happened, but it was stupid. An object's dimensions used to match the x, y, and z coordinates, so if it was 100 long, you could move it 100 up the X and it would be where it should be. Then, it just suddenly switched to meters or vice versa with no edit of the coordinates to match. It made some of my tutorials worthless.

    Even the /loc command now requires us to do the conversion math. Dimensions are entirely worthless to us.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited September 2012
    yeah... :( Good point. Dimensions on some objects really don't match how big they are.

    The blue particle effect claims to be 2/3/2, but it's more like 1/1.5/1. But I suspect the game hasa way of deciding how big a model is that's largely unconnected to what we see when we look at it.
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  • lordxenitelordxenite Member Posts: 50 Arc User
    edited September 2012
    I was wondering regarding the type of walls you guys use to do this. I found stacked cave walls a good fit, how'bout you guys?
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  • zadamazadama Member Posts: 78 Arc User
    edited September 2012
    lordxenite wrote: »
    I was wondering regarding the type of walls you guys use to do this. I found stacked cave walls a good fit, how'bout you guys?

    I've been using the one of the generic walls (the thin Fed-like one, the name escapes me). I've found that it works much better if you place some horizontal, some vertical (crossing in the middle), to cover all of the space that the interact can be used from. I've not had it fail on me yet when I've been testing it.

    This opens up a lot of possibilities - using both sides of the Defiant interior, accessing the Jeffries Tubes in the TOS interior, for example - all without having to use a map transfer.
  • lordxenitelordxenite Member Posts: 50 Arc User
    edited September 2012
    zadama wrote: »
    I've been using the one of the generic walls (the thin Fed-like one, the name escapes me). I've found that it works much better if you place some horizontal, some vertical (crossing in the middle), to cover all of the space that the interact can be used from. I've not had it fail on me yet when I've been testing it.
    I think I tried those at first and even in a crisscrossed pattern there were times when my character simply stood locked between two walls unable to move. :o
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited September 2012
    zadama wrote: »
    This opens up a lot of possibilities - using both sides of the Defiant interior, accessing the Jeffries Tubes in the TOS interior, for example - all without having to use a map transfer.

    I've tested both these maps. Given that the rule of technique is that the respawn point you want to teleport people to has to be closer to the player than the original spawn point, they have some problems.

    The Defiant set works, but you can't teleport from one built-in turbolift to the other. There is no way to get the original spawn point far enough away from the player that they will go to a new one. That said the two parts of the map are close enough that you can simply put in your own turbolift at the end of a hall that is closer to the player and do it that way. Or just not bother with turbolifts :)

    The TOS map is another animal all together. The two main parts are very far apart. I could not find a way to make the teleport happen between the two. However you can teleport to the Jeffries Tube. Which could be cool if you wanted to do that as part of a story. Once there though I'm fairly certain you would not be able to get out, as you would loop back to the Jeffries Tube spawn point.

    Oh, and don't use invisible walls. They don't work, lol.
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  • zorbanezorbane Member Posts: 1,617 Arc User
    edited September 2012
    drogyn1701 wrote: »
    The TOS map is another animal all together. The two main parts are very far apart. I could not find a way to make the teleport happen between the two. However you can teleport to the Jeffries Tube. Which could be cool if you wanted to do that as part of a story. Once there though I'm fairly certain you would not be able to get out, as you would loop back to the Jeffries Tube spawn point.

    Oh, and don't use invisible walls. They don't work, lol.

    That gives me an idea, couldn't you build a hallway from that turbolift, to another turbolift? Then when you get to the second turbolift it sends you to the next area
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  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    I'd hold off on using this but I think it illustrates HOW Cryptic could do it.

    It really just requires the option to have an interact trigger a respawn and the ability to manually adjust which spawn point is valid for a player at any given point... and then to have both doable in one interact.

    Maybe have it handled like this:

    You have a volume effect that redirects a spawn while a player is inside that volume. (While inside volume area X, you respawn over... here.) And then the option for interacts to trigger a respawn.
  • leviathan99#2867 leviathan99 Member Posts: 7,747 Arc User
    edited September 2012
    Cleaning that up a bit...

    They could group these items the way enemy groups work.

    The interact object (which is costumable) is attached to the AoE respawn redirect.

    Then the destination respawn is included as part of the object group.

    Net effect is, you have a teleport object with an adjustable radius and a destination respawn object attached to the teleport item.
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