In this tutorial, I'm going to show you how to make a Kino Der Toten style teleporter. It does not include the random room you go to after leaving the pack-a-punch room.
First, download these files. This includes the 2 script files you'll need plus an example map. Kino Der Toten Teleporter v2
Now follow these steps:
Step 1: Extract the gsc files to your mod/maps folder. (Cod WAW Root folder/mods/*your map name*/maps) If you already have the _zombiemode_perks.gsc file in your mod, you'll have to replace it (sorry!).
Step 2: Go to your main gsc file. (Cod WAW Root folder/raw/maps/*your map name*.gsc) If you have your main gsc file in your mod/maps folder, you need to edit that one instead. At the bottom of the main() function, add
Step 3: Open the file _kinostyle_teleporter.gsc file in your mod/maps folder. Close to the top, you will see a function called AddItems(). At the bottom of it, there are variables you need to change. Under the 'You CAN edit these' section, editing is optional. But you must change the one in the next section. If you have a PAP machine in the room you teleport too, set this to true. Otherwise, set it to false.
Step 4: Open Launcher and go to the Mod Builder tab. Select your map, and check the 2 files in the IWD file list. Compile, making sure you have 'Build IWD file' checked.
Step 5: Open your map in radiant. If you haven't already, go ahead and build the teleporter machine and the PAP room, etc. Now you'll need to place some script_origins and trigger_uses.
Step 6: Place a trigger_use on your mainframe. Give it the KVP 'targetname', 'kino_mainframe_trigger'. Place a trigger_use on your teleporter. Give it the KVP 'targetname', 'kino_teleporter_trigger'.
Step 7: Place a script_origin in the middle of the mainframe halfway into the ground. Give it the KVP 'targetname', 'kino_mainframe_fxspot'. Place a script_origin in the middle of the teleporter halfway into the ground. Give it the KVP 'targetname', 'kino_teleporter_fxspot'.
Step 8: Place 4 more script_origins around the mainframe (not too close to eachother!). Give them all the KVP 'targetname', 'kino_mainframe_spawn'. Place 4 script_origins in the PAP room (not too close, either). Give them all the KVP 'targetname', 'kino_paproom_spawn'.
Step 9: Place another script_origin (omg!) somewhere in your map where you want zombies to go when you are teleporting. Give it the KVP 'targetname', 'kino_teleporter_zombiegoto'. Step 10: Create a 'black box'. Make a black box in radiant, about 1 blue box long, 4 squares wide and 6 squares tall. Put 4 script_origins in the middle. Make them 4 squares apart. (It would really help on this to look at the example map.) Give them all the KVPs: 'targetname', 'kino_image_room' AND 'script_noteworthy', 'teleport_room_#'. In the 2nd KVP, replace # with numbers 0-3. Make sure each script_origin has a different number, so all 4 numbers are used.
Step 11: Go to the zone_source folder and open your map's .csv file (Cod 5 Root folder/zone_source/*your map name*.csv) At the bottom, add the code:
That's it. Compile your map and it should work.
Here is what it should look like if everything is done corretly: <COMING SOON>
Last Edit: February 23, 2014, 02:26:12 am by SajeOne
Works great, but for UGX, how does one reenable the teleporter sounds during pre-teleportation, mid-teleportation, and post-teleportation?
Remove the sounds needed from the ignore file required by the map. If you do this you might go over the limit though meaning you'll need to add some new sounds to the list.
Remove the sounds needed from the ignore file required by the map. If you do this you might go over the limit though meaning you'll need to add some new sounds to the list.
I got this working quite a long while ago, but thanks anyways!