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Der Eisendrachen Style Teleporter

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Created 9 years ago
by GrantArctix
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So basically i wanted to make a teleporter that didn't require a link to the main frame. Similar to the one on Der Eisendrachen as seen here : http://www.youtube.com/watch?v=fUVsYXVClk8 . If you could tell me how to do this that I would much appreciate it  :D .
Marked as best answer by GrantArctix 9 years ago
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In dlc3_teleporter under teleport_pad_think( index ), just change active = true;
Code Snippet
Plaintext
teleport_pad_think( index )
{
if(!isDefined(level.teleporter_pad_trig)) return; //UGX - no teleporters on map, stop
if(!isDefined(level.teleporter_pad_trig[index])) return; // UGX - teleporter doesn't exist, stop

tele_help = getent( "tele_help_" + index, "targetname" );
if(isdefined( tele_help ) )
{
tele_help thread play_tele_help_vox();
}

active = true;

// init the pad
level.teleport[index] = "waiting";

trigger = level.teleporter_pad_trig[ index ];

trigger setcursorhint( "HINT_NOICON" );
trigger sethintstring( &"ZOMBIE_FLAMES_UNAVAILABLE" );

flag_wait( "electricity_on" );

trigger sethintstring( &"ZOMBIE_POWER_UP_TPAD" );
trigger.teleport_active = false;

if ( isdefined( trigger ) )
{
while ( !active )
{
trigger waittill( "trigger" );

if ( level.active_links < 3 )
{
trigger_core = getent( "trigger_teleport_core", "targetname" );

if( modderHelp( trigger_core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ) )
{
trigger_core teleport_trigger_invisible( false );
}
}

// when one starts the others disabled
for ( i=0; i<level.teleporter_pad_trig.size; i++ )
{
level.teleporter_pad_trig[ i ] teleport_trigger_invisible( true );
}
level.teleport[index] = "timer_on";

// start the countdown back to the core
trigger thread teleport_pad_countdown( index, 30 );
teleporter_vo( "countdown", trigger );

// wait for the countdown
while ( level.teleport[index] == "timer_on" )
{
wait( .05 );
}

// core was activated in time
if ( level.teleport[index] == "active" )
{
active = true;
ClientNotify( "pw" + index ); // pad wire #

//AUDIO
ClientNotify( "tp" + index ); // Teleporter #

// MM - Auto teleport the first time
teleporter_wire_wait( index );

// trigger teleport_trigger_invisible( true );
trigger thread player_teleporting( index );
}
else
{
// Reenable triggers
  for ( i=0; i<level.teleporter_pad_trig.size; i++ )
  {
  level.teleporter_pad_trig[ i ] teleport_trigger_invisible( false );
  }
}
wait( .05 );
}

if ( level.is_cooldown )
{
// shut off the pads
trigger sethintstring( &"ZOMBIE_TELEPORT_COOLDOWN" );
trigger teleport_trigger_invisible( false );
trigger.teleport_active = true;
}
else
{
trigger thread teleport_pad_active_think( index );
}
}
}
I believe that's it. Just having it already active will disable all the timer stuff and the door should be open. Not tested because I cba to compile my map :P
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Thank You MAK911! I Really appreciate you helping me out here!

 
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