|
Post by infam0us on Dec 27, 2011 1:34:13 GMT -5
Does anyone know of a way to teleport within the same area without reloading the map? For example if you wanted to make a teleporter from 1 end of royal plaza to the other end of royal plaza?
|
|
|
Post by anno1404 on Dec 27, 2011 3:51:51 GMT -5
It is currently not possible. You always had to reload the map when we tested it months ago in dead rising 2.
|
|
|
Post by infam0us on Dec 27, 2011 10:08:49 GMT -5
Is it possible to create my own spawn point then?
|
|
|
Post by anno1404 on Dec 27, 2011 10:57:47 GMT -5
Is it possible to create my own spawn point then? Yes. that is fairly easy. I am unable to access this page from this computer, but I believe the [url=http://deadrisingwiki.com/wiki/Mod:Spawn_Points ]wiki's tutorial will guide you through the process[/url]. older and probably less complete forum posting my detailed instructions how this is done is at the bottom of the posting. hope this helps.
|
|
|
Post by ubiquitous on Dec 27, 2011 11:01:56 GMT -5
If I remember correctly each level file has its own spawn point locations so it is very simple to create a new one with the location you want. Also I don't see why it wouldn't be possible to teleport a player without having to reload a map. Take a look at the boss battles in missions.txt I am pretty sure they had player teleport fields as soon as the fight started. It may be something as simple as this
cMissionOnTrigger Teleport { cMissionTeleportPlayer New_Location { New_Location_Code } }
Or it may require some conditions before it could be triggered. Look at the code in DR2 since it's got debug mode and test things out there then just transfer them over to OTR since it should be pretty much the same thing.
|
|
|
Post by anno1404 on Dec 27, 2011 12:35:02 GMT -5
I hope you are right Ubiq. I am fairly certain that all bosses have load screens, although they are must shorter. But I know for certain we were never able to figure out teleporting without load screens. Buy hey! We figured out how to get Chuck to time travel, so I figure we can be forgiven for not figuring out spawn points that don't load If our community can conquer time travel. I am certain we can figure teleporting without load screens, and even collision to build the Willamette Mall in Dead Rising 2 will be a breeze.* * (not so subtle renewed invitation) If I remember correctly each level file has its own spawn point locations so it is very simple to create a new one with the location you want. Also I don't see why it wouldn't be possible to teleport a player without having to reload a map. Take a look at the boss battles in missions.txt I am pretty sure they had player teleport fields as soon as the fight started. It may be something as simple as this cMissionOnTrigger Teleport { cMissionTeleportPlayer New_Location { New_Location_Code } }
Or it may require some conditions before it could be triggered. Look at the code in DR2 since it's got debug mode and test things out there then just transfer them over to OTR since it should be pretty much the same thing.
|
|
|
Post by ubiquitous on Dec 27, 2011 21:47:08 GMT -5
I hope you are right Ubiq. I am fairly certain that all bosses have load screens, although they are must shorter. But I know for certain we were never able to figure out teleporting without load screens. Buy hey! We figured out how to get Chuck to time travel, so I figure we can be forgiven for not figuring out spawn points that don't load If our community can conquer time travel. I am certain we can figure teleporting without load screens, and even collision to build the Willamette Mall in Dead Rising 2 will be a breeze.* * (not so subtle renewed invitation) If I remember correctly each level file has its own spawn point locations so it is very simple to create a new one with the location you want. Also I don't see why it wouldn't be possible to teleport a player without having to reload a map. Take a look at the boss battles in missions.txt I am pretty sure they had player teleport fields as soon as the fight started. It may be something as simple as this cMissionOnTrigger Teleport { cMissionTeleportPlayer New_Location { New_Location_Code } }
Or it may require some conditions before it could be triggered. Look at the code in DR2 since it's got debug mode and test things out there then just transfer them over to OTR since it should be pretty much the same thing. Sounded like you were trying to challenge my post so here you go teleporting without the need of a loading screen. I modified one of my boss challenge mode entries to make it fast and prove its possible cMissionDefinition Boss_SexDeviant { CantFailOnLevel = "FORTUNE_EXTERIOR" Color = "13058304" DebugSpawnPoint = "Start" DescriptionSummary = "80568" DisplayName = "80040" Duration = "270000" IgnoreAction = "false" LevelToStartAtIfDebuggingMission = "SAFEHOUSE" MissionType = "4" ShowInDebugMenu = "true" ShowInHUD = "false" StartTime = "10800"
cMissionObjective SexDeviant-Objective { cMissionObjectiveKillBoss KillDeviant { BOSS_NAME = "Deviant" MissionWaypoint = "FORTUNE_EXTERIOR,6.757,0.693,-112.201" } }
cMissionLevelReady SafeHouse_Boss_Deviant_Trigger { LevelName = "LEVEL_SAFEHOUSE"
cMissionOnTrigger Trigger_Teleport { DisplayName = "50279" InnerRadius = "1.5" InteractButton = "true" Location = "-2.78,-0.314,10.738" NeverFinish = "true" Radius = "1.5" ZombieRotation = "0,-0.2,0,1"
cMissionTeleportPlayer Tele_Player_Same_Level_No_Loading { CameraHeading = "95.730" Location0 = "-8.703,-1.022,11.408" TeleportAllPlayers = "false" TeleportPlayerOnly_YourPartyStaysPut = "true" } } } }
Button is gonna be on top of the scissors found on the desk. You may need to pick up the scissors for it to be able to highlight the button but it should give you an idea that it does work if you want to teleport to any area in the map without having to do any reloading. Now if you want to teleport to a whole different area (For ex. Safehouse to Royal Flush) then that does require loading.
|
|
|
Post by anno1404 on Dec 27, 2011 23:20:58 GMT -5
Sounded like you were trying to challenge my post so here you go teleporting without the need of a loading screen. I modified one of my boss challenge mode entries to make it fast and prove its possible Man, I always love to be publicly proven completely wrong by you ubiq. Nice job. This is brand new, right? Wish we would have known this for infinity mode. You can publicly flog me any day.
|
|