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Kino Random Rooms

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Created 7 years ago
by Joeycx
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Hi! Is there a way to have the kino style teleporters and have it go into the pap room then into other random rooms before teleporting back to spawn? I've looked around but didn't see anything. If anyone finds anything, let me know! Thank you
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Hi! Is there a way to have the kino style teleporters and have it go into the pap room then into other random rooms before teleporting back to spawn? I've looked around but didn't see anything. If anyone finds anything, let me know! Thank you
You have to place script_structs in every room you wish to teleport to. Then you put them into an array and use 'RandomInt' to get a random room. And at least you set the players origin to the origin of the randomly selected struct with 'SetOrigin'.
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respect the dead

donates greatly appreciated :) paypal.me/F3ARxReaper666
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show me your script and i'll try to help
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show me your script and i'll try to help

Thanks again, here's my _teleporter gsc (I don't remember what ugx member's script was this, but i tried finding the user but idk)

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
thread level_players();
addItems();
thread handleTriggers(level.kts["teleporter_trigger"], level.kts["mainframe_trigger"]);
flag_wait("electricity_on");
thread teleport_room_fx();
thread main();
}
addItems()
{
// Create Kino Teleporting System array
level.kts = [];
// Set variables needed for the teleporting system (using the setVar function)

// DO NOT EDIT THESE
setVar("teleporter_trigger", getEnt("kino_teleporter_trigger","targetname"));
setVar("mainframe_trigger", getEnt("kino_mainframe_trigger","targetname"));
setVar("teleporter_fxspot", getEnt("kino_teleporter_fxspot","targetname"));
setVar("mainframe_fxspot", getEnt("kino_mainframe_fxspot","targetname"));
setVar("zombie_goto", getEnt("kino_teleporter_zombiegoto","targetname"));
setVar("mainframe_spawn", getEntArray("kino_mainframe_spawn","targetname"));
setVar("pap_room_spawn", getEntArray("kino_paproom_spawn","targetname"));
setVar("transfer_room_structs", getEntArray("kino_image_room","targetname"));
setVar("teleporter_status", 0);
level.paping = false;
level.disable_pap = true;
level.kts["zombie_goto"] create_zombie_point_of_interest( 1536, 96, 10000, true );
level.kts["zombie_goto"].attract_to_origin = false;

// You CAN edit these
setVar("teleporter_cooldown_time", 60); // After a teleport, this is how long a wait until you can use it again
setVar("teleport_lag", 5); // When you go to teleport, this is how long it will wait until it actually teleports
setVar("pap_room_time", 40); // This is how long you are in the pack-a-punch room
setVar("wait_for_pap", true); // If false, you can be teleported out of the room even if there is a gun in the slot of the pap machine
setVar("teleport_cost", 0); // This is the amount of money it costs to teleport

// You MUST change these to be correct
setVar("room_is_pap", true); // If the room you go to when teleporting does NOT have the pack-a-punch in it, set this to false

if(!level.kts["room_is_pap"])
level.disable_pap = false;
}
level_players()
{
while(1)
{
level.players = get_players();
wait 0.5;
}
}
teleport_room_fx()
{
//points = level.kts["transfer_room_structs"];
points = getEntArray("kino_image_room","targetname");
for(i=0;i<points.size;i++)
{
points[i].struct = Spawn( "script_model", points[i].origin );
points[i].struct SetModel( "tag_origin_animate" );
points[i].struct.angles = points[i].angles;
PlayFxOnTag( level._effect["zombie_flashback_american"], points[i].struct, "tag_origin" );
}
}
main()
{
while(1)
{
setVar("teleporter_status", 1);
level.kts["teleporter_trigger"] waittill("trigger");
setVar("teleporter_status", 2);
level.kts["mainframe_trigger"] waittill("trigger");
setVar("teleporter_status", 3);
while(1)
{
level.kts["teleporter_trigger"] waittill("trigger", who);
if(level.kts["teleport_cost"] == 0)
break;

if(who.score < level.kts["teleport_cost"])
{
who playsound("deny");
continue;
}
who playsound("purchase");
who maps\_zombiemode_score::minus_to_player_score( level.kts["teleport_cost"] );
break;
}
setVar("teleporter_status", 4);
level.kts["teleporter_trigger"] do_teleport();
setVar("teleporter_status", 5);
wait level.kts["teleporter_cooldown_time"];
}
}
do_teleport()
{
// start fps fx
self thread teleport_pad_player_fx();

// Activate the TP zombie kill effect
self thread teleport_nuke( 20, 300, false); // Max 20 zombies and range 300

// 3rd Person Beam
level.kts["teleporter_fxspot"] thread pad_explosion();

// Teleport the players
self teleport_players();
}
teleport_players()
{
//thread do_mainframe_explode();
wait level.kts["teleport_lag"];
self notify( "fx_done" );
players_in = [];
attract = false;
for ( i = 0; i <level.players.size; i++ )
{
if( self player_is_near_pad( level.players[i] ) )
{
players_in[players_in.size] = level.players[i];
level.players[i] SetTransported( 2 );
level.players[i] SetStance( "stand" );
level.players[i] disableOffhandWeapons();
level.players[i] disableweapons();
image_room = getent( "teleport_room_" + i, "script_noteworthy" );
level.players[i].teleport_origin = spawn( "script_origin", level.players[i].origin );
level.players[i].teleport_origin.angles = level.players[i].angles;
level.players[i] linkto( level.players[i].teleport_origin );
level.players[i].teleport_origin.origin = image_room.origin + (0,70,-60); // 0, -70, -60
level.players[i].teleport_origin.angles = image_room.angles + (0,180,0);
setClientSysState("levelNotify", "t2d", level.players[i]);
level.players[i] FreezeControls( true );
wait_network_frame();
}
}
if(players_in.size == level.players.size)
{
attract = true;
level.kts["zombie_goto"].attract_to_origin = true;
}
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i].teleport_origin delete();
players_in[i].teleport_origin = undefined;
players_in[i] SetTransported( 0 );
players_in[i] FreezeControls( false );
players_in[i] enableOffhandWeapons();
players_in[i] enableweapons();
players_in[i] setOrigin(level.kts["pap_room_spawn"][i].origin);
}
if(level.kts["room_is_pap"])
level.disable_pap = false;
wait(level.kts["pap_room_time"] - 2);
if(level.kts["room_is_pap"] && level.kts["wait_for_pap"])
while(level.paping)
{
wait 0.5;
}
for ( i = 0; i <players_in.size; i++ )
players_in[i] SetTransported( 2 );
if(level.kts["room_is_pap"])
level.disable_pap = true;
level.kts["mainframe_fxspot"] thread do_mainframe_explode();
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i] SetTransported( 2 );
players_in[i] SetStance( "stand" );
players_in[i] disableOffhandWeapons();
players_in[i] disableweapons();
image_room = getent( "teleport_room_" + i, "script_noteworthy" );
players_in[i].teleport_origin = spawn( "script_origin", players_in[i].origin );
players_in[i].teleport_origin.angles = players_in[i].angles;
players_in[i] linkto( players_in[i].teleport_origin );
players_in[i].teleport_origin.origin = image_room.origin + (0,70,-60);
players_in[i].teleport_origin.angles = image_room.angles + (0,180,0);
players_in[i] FreezeControls( true );
setClientSysState("levelNotify", "t2d", players_in[i]);
wait_network_frame();
}
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i].teleport_origin delete();
players_in[i].teleport_origin = undefined;
players_in[i] SetTransported( 0 );
players_in[i] FreezeControls( false );
players_in[i] enableOffhandWeapons();
players_in[i] enableweapons();
players_in[i] setOrigin(level.kts["mainframe_spawn"][i].origin);
}
if(attract)
{
level.kts["zombie_goto"].attract_to_origin = false;
}
}
handleTriggers(self1, self2)
{
self1 SetCursorHint( "HINT_NOICON" );
self2 SetCursorHint( "HINT_NOICON" );
while(1)
{
hint1 = "";
hint2 = "";
switch(level.kts["teleporter_status"])
{
case 0: // Need power
hint1 = "You need to activate the power before using the teleporter";
hint2 = "You need to activate the power before using the teleporter";
break;
case 1: // Startup
hint1 = "Press &&1 to initiate link to mainframe";
hint2 = "Waiting for initial link to mainframe";
break;
case 2: // Waiting for link
hint1 = " ";
hint2 = "Press &&1 to link pad to mainframe";
break;
case 3: // Linked
if(level.kts["teleport_cost"] == 0)
hint1 = "Press &&1 to teleport";
else
hint1 = "Press &&1 to teleport [Cost: " + level.kts["teleport_cost"] + "]";
hint2 = " ";
break;
case 4: // Teleporting
hint1 = "Teleporting in progress";
hint2 = "Teleporting in progress";
break;
case 5: // Cooling down
hint1 = "The teleporter is cooling down";
hint2 = "The teleporter is cooling down";
break;
default: // Failsafe
hint1 = " ";
hint2 = " ";
break;
}
self1 setHintString(hint1);
self2 setHintString(hint2);
wait 0.5;
}
}
setVar(var, value)
{
// Sets the value on the array
level.kts[var] = value;
}
teleport_pad_player_fx()
{
self endon( "fx_done" );

while ( 1 )
{
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
if ( self player_is_near_pad( players[i] ) )
{
players[i] SetTransported( 2 );
}
else
{
players[i] SetTransported( 0 );
}
}
}
wait ( .05 );
}
}
player_is_near_pad( player )
{
radius = 88;
scale_factor = 2;

dist = Distance2D( player.origin, self.origin );
dist_touching = radius * scale_factor;

if ( dist < dist_touching )
{
return true;
}

return false;
}
teleport_nuke( max_zombies, range, end_after_one )
{
self endon( "fx_done" );
if(!isDefined(end_after_one))
end_after_one = false;
while(1)
{
zombies = getaispeciesarray("axis");

zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.2, 0.3));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( 10000, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}
if(end_after_one)
return;
wait 0.01;
}
}
pad_explosion()
{
self thread pad_explosion_sound();
playfx(level._effect["transporter_pad_start"], self.origin);
wait level.kts["teleport_lag"];
playfx(level._effect["transporter_beam"], self.origin);
}
pad_explosion_sound()
{
count = 0;
while(1)
{
count ++;
if(count == 5)
return;
sound = "top_spark" + count + "_warmup";
playsoundatposition(sound, self.origin);
wait 0.1;
if(count == 4)
return;
}
}
do_mainframe_explode()
{
playfx(level._effect["zombie_mainframe_beam_start"], self.origin);
wait 4;
earthquake(0.3, 2, self.origin, 1024);
playfx(level._effect["zombie_mainframe_beam"], self.origin);
self thread teleport_nuke( 20, 300, true);
}
Last Edit: January 21, 2017, 05:42:58 am by Joeycx
Marked as best answer by Joeycx 7 years ago
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broken avatar :(
Location: aupotato
Date Registered: 27 September 2013
Last active: 3 years ago
Posts
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Zombie Enslaver
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death_reaper0's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
here try this, add 4 script origins with the targetname "exta_tele" for the extra teleport spots. (needs 4 so players dont go to the same spots)

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
thread level_players();
addItems();
thread handleTriggers(level.kts["teleporter_trigger"], level.kts["mainframe_trigger"]);
flag_wait("electricity_on");
thread teleport_room_fx();
thread main();
}
addItems()
{
// Create Kino Teleporting System array
level.kts = [];
// Set variables needed for the teleporting system (using the setVar function)

// DO NOT EDIT THESE
setVar("teleporter_trigger", getEnt("kino_teleporter_trigger","targetname"));
setVar("mainframe_trigger", getEnt("kino_mainframe_trigger","targetname"));
setVar("teleporter_fxspot", getEnt("kino_teleporter_fxspot","targetname"));
setVar("mainframe_fxspot", getEnt("kino_mainframe_fxspot","targetname"));
setVar("zombie_goto", getEnt("kino_teleporter_zombiegoto","targetname"));
setVar("mainframe_spawn", getEntArray("kino_mainframe_spawn","targetname"));
setVar("pap_room_spawn", getEntArray("kino_paproom_spawn","targetname"));
setVar("transfer_room_structs", getEntArray("kino_image_room","targetname"));
setVar("teleporter_status", 0);
level.paping = false;
level.disable_pap = true;
level.kts["zombie_goto"] create_zombie_point_of_interest( 1536, 96, 10000, true );
level.kts["zombie_goto"].attract_to_origin = false;

// You CAN edit these
setVar("teleporter_cooldown_time", 60); // After a teleport, this is how long a wait until you can use it again
setVar("teleport_lag", 5); // When you go to teleport, this is how long it will wait until it actually teleports
setVar("pap_room_time", 40); // This is how long you are in the pack-a-punch room
setVar("wait_for_pap", true); // If false, you can be teleported out of the room even if there is a gun in the slot of the pap machine
setVar("teleport_cost", 0); // This is the amount of money it costs to teleport

// You MUST change these to be correct
setVar("room_is_pap", true); // If the room you go to when teleporting does NOT have the pack-a-punch in it, set this to false

if(!level.kts["room_is_pap"])
level.disable_pap = false;
}
level_players()
{
while(1)
{
level.players = get_players();
wait 0.5;
}
}
teleport_room_fx()
{
//points = level.kts["transfer_room_structs"];
points = getEntArray("kino_image_room","targetname");
for(i=0;i<points.size;i++)
{
points[i].struct = Spawn( "script_model", points[i].origin );
points[i].struct SetModel( "tag_origin_animate" );
points[i].struct.angles = points[i].angles;
PlayFxOnTag( level._effect["zombie_flashback_american"], points[i].struct, "tag_origin" );
}
}
main()
{
while(1)
{
setVar("teleporter_status", 1);
level.kts["teleporter_trigger"] waittill("trigger");
setVar("teleporter_status", 2);
level.kts["mainframe_trigger"] waittill("trigger");
setVar("teleporter_status", 3);
while(1)
{
level.kts["teleporter_trigger"] waittill("trigger", who);
if(level.kts["teleport_cost"] == 0)
break;

if(who.score < level.kts["teleport_cost"])
{
who playsound("deny");
continue;
}
who playsound("purchase");
who maps\_zombiemode_score::minus_to_player_score( level.kts["teleport_cost"] );
break;
}
setVar("teleporter_status", 4);
level.kts["teleporter_trigger"] do_teleport();
setVar("teleporter_status", 5);
wait level.kts["teleporter_cooldown_time"];
}
}
do_teleport()
{
// start fps fx
self thread teleport_pad_player_fx();

// Activate the TP zombie kill effect
self thread teleport_nuke( 20, 300, false); // Max 20 zombies and range 300

// 3rd Person Beam
level.kts["teleporter_fxspot"] thread pad_explosion();

// Teleport the players
self teleport_players();
}
teleport_players()
{
//thread do_mainframe_explode();
wait level.kts["teleport_lag"];
self notify( "fx_done" );
players_in = [];
attract = false;
for ( i = 0; i <level.players.size; i++ )
{
if( self player_is_near_pad( level.players[i] ) )
{
players_in[players_in.size] = level.players[i];
level.players[i] SetTransported( 2 );
level.players[i] SetStance( "stand" );
level.players[i] disableOffhandWeapons();
level.players[i] disableweapons();
image_room = getent( "teleport_room_" + i, "script_noteworthy" );
level.players[i].teleport_origin = spawn( "script_origin", level.players[i].origin );
level.players[i].teleport_origin.angles = level.players[i].angles;
level.players[i] linkto( level.players[i].teleport_origin );
level.players[i].teleport_origin.origin = image_room.origin + (0,70,-60); // 0, -70, -60
level.players[i].teleport_origin.angles = image_room.angles + (0,180,0);
setClientSysState("levelNotify", "t2d", level.players[i]);
level.players[i] FreezeControls( true );
wait_network_frame();
}
}
if(players_in.size == level.players.size)
{
attract = true;
level.kts["zombie_goto"].attract_to_origin = true;
}
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i].teleport_origin delete();
players_in[i].teleport_origin = undefined;
players_in[i] SetTransported( 0 );
players_in[i] FreezeControls( false );
players_in[i] enableOffhandWeapons();
players_in[i] enableweapons();
players_in[i] setOrigin(level.kts["pap_room_spawn"][i].origin);
}
if(level.kts["room_is_pap"])
level.disable_pap = false;
wait(level.kts["pap_room_time"] - 2);
if(level.kts["room_is_pap"] && level.kts["wait_for_pap"])
while(level.paping)
{
wait 0.5;
}
if(level.kts["room_is_pap"])
level.disable_pap = true;

if(randdomint(100) < 50)
{
//random room teleporting
for ( i = 0; i <players_in.size; i++ )
players_in[i] SetTransported( 2 );
wait 2;
exta_tele = getentarray("exta_tele","targetname");
exta_tele = array_randomize( exta_tele );
for ( i = 0; i <players_in.size; i++ )
{
players_in[i] SetStance( "stand" );
players_in[i] disableOffhandWeapons();
players_in[i] disableweapons();
players_in[i] setOrigin(exta_tele[i].origin);
}
wait 8;
}

for ( i = 0; i <players_in.size; i++ )
players_in[i] SetTransported( 2 );
level.kts["mainframe_fxspot"] thread do_mainframe_explode();
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i] SetTransported( 2 );
players_in[i] SetStance( "stand" );
players_in[i] disableOffhandWeapons();
players_in[i] disableweapons();
image_room = getent( "teleport_room_" + i, "script_noteworthy" );
players_in[i].teleport_origin = spawn( "script_origin", players_in[i].origin );
players_in[i].teleport_origin.angles = players_in[i].angles;
players_in[i] linkto( players_in[i].teleport_origin );
players_in[i].teleport_origin.origin = image_room.origin + (0,70,-60);
players_in[i].teleport_origin.angles = image_room.angles + (0,180,0);
players_in[i] FreezeControls( true );
setClientSysState("levelNotify", "t2d", players_in[i]);
wait_network_frame();
}
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i].teleport_origin delete();
players_in[i].teleport_origin = undefined;
players_in[i] SetTransported( 0 );
players_in[i] FreezeControls( false );
players_in[i] enableOffhandWeapons();
players_in[i] enableweapons();
players_in[i] setOrigin(level.kts["mainframe_spawn"][i].origin);
}
if(attract)
{
level.kts["zombie_goto"].attract_to_origin = false;
}
}
handleTriggers(self1, self2)
{
self1 SetCursorHint( "HINT_NOICON" );
self2 SetCursorHint( "HINT_NOICON" );
while(1)
{
hint1 = "";
hint2 = "";
switch(level.kts["teleporter_status"])
{
case 0: // Need power
hint1 = "You need to activate the power before using the teleporter";
hint2 = "You need to activate the power before using the teleporter";
break;
case 1: // Startup
hint1 = "Press &&1 to initiate link to mainframe";
hint2 = "Waiting for initial link to mainframe";
break;
case 2: // Waiting for link
hint1 = " ";
hint2 = "Press &&1 to link pad to mainframe";
break;
case 3: // Linked
if(level.kts["teleport_cost"] == 0)
hint1 = "Press &&1 to teleport";
else
hint1 = "Press &&1 to teleport [Cost: " + level.kts["teleport_cost"] + "]";
hint2 = " ";
break;
case 4: // Teleporting
hint1 = "Teleporting in progress";
hint2 = "Teleporting in progress";
break;
case 5: // Cooling down
hint1 = "The teleporter is cooling down";
hint2 = "The teleporter is cooling down";
break;
default: // Failsafe
hint1 = " ";
hint2 = " ";
break;
}
self1 setHintString(hint1);
self2 setHintString(hint2);
wait 0.5;
}
}
setVar(var, value)
{
// Sets the value on the array
level.kts[var] = value;
}
teleport_pad_player_fx()
{
self endon( "fx_done" );

while ( 1 )
{
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
if ( self player_is_near_pad( players[i] ) )
{
players[i] SetTransported( 2 );
}
else
{
players[i] SetTransported( 0 );
}
}
}
wait ( .05 );
}
}
player_is_near_pad( player )
{
radius = 88;
scale_factor = 2;

dist = Distance2D( player.origin, self.origin );
dist_touching = radius * scale_factor;

if ( dist < dist_touching )
{
return true;
}

return false;
}
teleport_nuke( max_zombies, range, end_after_one )
{
self endon( "fx_done" );
if(!isDefined(end_after_one))
end_after_one = false;
while(1)
{
zombies = getaispeciesarray("axis");

zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.2, 0.3));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( 10000, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}
if(end_after_one)
return;
wait 0.01;
}
}
pad_explosion()
{
self thread pad_explosion_sound();
playfx(level._effect["transporter_pad_start"], self.origin);
wait level.kts["teleport_lag"];
playfx(level._effect["transporter_beam"], self.origin);
}
pad_explosion_sound()
{
count = 0;
while(1)
{
count ++;
if(count == 5)
return;
sound = "top_spark" + count + "_warmup";
playsoundatposition(sound, self.origin);
wait 0.1;
if(count == 4)
return;
}
}
do_mainframe_explode()
{
playfx(level._effect["zombie_mainframe_beam_start"], self.origin);
wait 4;
earthquake(0.3, 2, self.origin, 1024);
playfx(level._effect["zombie_mainframe_beam"], self.origin);
self thread teleport_nuke( 20, 300, true);
}
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broken avatar :(
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here try this, add 4 script origins with the targetname "exta_tele" for the extra teleport spots. (needs 4 so players dont go to the same spots)

Alright thank you! So is it 4 script origins per pair room? like 4 script origins in the first extra teleporter room, then an extra on the next extra teleporter spot or is it just 1 script origin for 4 separate spots?
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broken avatar :(
Location: aupotato
Date Registered: 27 September 2013
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Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Alright thank you! So is it 4 script origins per pair room? like 4 script origins in the first extra teleporter room, then an extra on the next extra teleporter spot or is it just 1 script origin for 4 separate spots?

make one, copy it 3 more times until there are 4, and put them in different rooms each
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broken avatar :(
Location: vn
Date Registered: 23 February 2015
Last active: 3 years ago
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make one, copy it 3 more times until there are 4, and put them in different rooms each
Alrighty! Thank you!

 
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