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Post Info TOPIC: 1 Teleporter to multiple locations!


Connoisseur of Bourbon!

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1 Teleporter to multiple locations!
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Just some instructions on how to setup a teleporter that teleports players/items to multiple locations.

Credits go to NickG on the Epic forums!

1. Setup a trigger volume where you want your teleporter to be located.
2. Open Kismet and copy the following code into the Kismet window. (don't copy the ==='s)

=====


Begin Object Class=SeqEvent_Touch Name=SeqEvent_Touch_0 Archetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch'
   Originator=TriggerVolume'TriggerVolume_0'
   MaxTriggerCount=0
   bPlayerOnly=False
   MaxWidth=165
   OutputLinks(0)=(Links=((LinkedOp=SeqAct_Switch'SeqAct_Switch_1')),DrawY=-2060)
   OutputLinks(1)=(DrawY=-2040)
   VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_0'),DrawX=1906)
   ObjInstanceVersion=1
   ParentSequence=Sequence'Main_Sequence'
   ObjPosX=1824
   ObjPosY=-2128
   ObjName="TriggerVolume_0 Touch"
   DrawWidth=127
   DrawHeight=152
   Name="SeqEvent_Touch_0"
   ObjectArchetype=SeqEvent_Touch'Engine.Default__SeqEvent_Touch'
End Object
Begin Object Class=SeqAct_Switch Name=SeqAct_Switch_1 Archetype=SeqAct_Switch'Engine.Default__SeqAct_Switch'
   LinkCount=3
   bLooping=True
   InputLinks(0)=(DrawY=-2061)
   OutputLinks(0)=(Links=((LinkedOp=SeqAct_Teleport'SeqAct_Teleport_1')),DrawY=-2082)
   OutputLinks(1)=(Links=((LinkedOp=SeqAct_Teleport'SeqAct_Teleport_2')),LinkDesc="Link 2",DrawY=-2061)
   OutputLinks(2)=(Links=((LinkedOp=SeqAct_Teleport'SeqAct_Teleport_0')),LinkDesc="Link 3",DrawY=-2040)
   VariableLinks(0)=(DrawX=2057)
   ObjInstanceVersion=1
   ParentSequence=Sequence'Main_Sequence'
   ObjPosX=2023
   ObjPosY=-2119
   DrawWidth=68
   DrawHeight=109
   Name="SeqAct_Switch_1"
   ObjectArchetype=SeqAct_Switch'Engine.Default__SeqAct_Switch'
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_0 Archetype=SeqVar_Object'Engine.Default__SeqVar_Object'
   ObjInstanceVersion=1
   ParentSequence=Sequence'Main_Sequence'
   ObjPosX=1874
   ObjPosY=-1956
   DrawWidth=32
   DrawHeight=32
   Name="SeqVar_Object_0"
   ObjectArchetype=SeqVar_Object'Engine.Default__SeqVar_Object'
End Object
Begin Object Class=SeqAct_Teleport Name=SeqAct_Teleport_1 Archetype=SeqAct_Teleport'Engine.Default__SeqAct_Teleport'
   InputLinks(0)=(DrawY=-2080)
   OutputLinks(0)=(DrawY=-2080)
   VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_0'),DrawX=2334)
   VariableLinks(1)=(DrawX=2409)
   ObjInstanceVersion=1
   ParentSequence=Sequence'Main_Sequence'
   ObjPosX=2296
   ObjPosY=-2114
   DrawWidth=166
   DrawHeight=61
   Name="SeqAct_Teleport_1"
   ObjectArchetype=SeqAct_Teleport'Engine.Default__SeqAct_Teleport'
End Object
Begin Object Class=SeqAct_Teleport Name=SeqAct_Teleport_2 Archetype=SeqAct_Teleport'Engine.Default__SeqAct_Teleport'
   InputLinks(0)=(DrawY=-1983)
   OutputLinks(0)=(DrawY=-1983)
   VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_0'),DrawX=2317)
   VariableLinks(1)=(DrawX=2392)
   ObjInstanceVersion=1
   ParentSequence=Sequence'Main_Sequence'
   ObjPosX=2279
   ObjPosY=-2017
   DrawWidth=166
   DrawHeight=61
   Name="SeqAct_Teleport_2"
   ObjectArchetype=SeqAct_Teleport'Engine.Default__SeqAct_Teleport'
End Object
Begin Object Class=SeqAct_Teleport Name=SeqAct_Teleport_0 Archetype=SeqAct_Teleport'Engine.Default__SeqAct_Teleport'
   InputLinks(0)=(DrawY=-1891)
   OutputLinks(0)=(DrawY=-1891)
   VariableLinks(0)=(LinkedVariables=(SeqVar_Object'SeqVar_Object_0'),DrawX=2324)
   VariableLinks(1)=(DrawX=2399)
   ObjInstanceVersion=1
   ParentSequence=Sequence'Main_Sequence'
   ObjPosX=2286
   ObjPosY=-1925
   DrawWidth=166
   DrawHeight=61
   Name="SeqAct_Teleport_0"
   ObjectArchetype=SeqAct_Teleport'Engine.Default__SeqAct_Teleport'
End Object

======

You should now have something similar to this:


Teleport.jpg

3.  Confirm that the TriggerVolume Touch event matches your trigger volume, otherwise create a new event and replace the one that's generated from the code above.

4.  Next configure the Switch to your liking. (eg how many different teleport destinations you want)

5.  Next set your destinations to the pathnodes/other teleporters that you want to be used. (In the example above I've used pathnodes)


6.  Go have fun with your new Teleporter! beer.gif

Optional:

Don't forget to setup some meshes to visually indicate the Teleporter!


To teleport Players and also dropped Pickups go into the properties of the TriggerVolume Touch event and add an additional 'ClassProximityType' and set it to 'UTDroppedPickup'. (as shown below)

Teleport-Pckup.jpg



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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lol i think it can be a nice idea for the multi teleporters on hirax mate

thx for sharing that
btw do u want i send you hirax uncooked now as i m working on the remakes theses times?

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Connoisseur of Bourbon!

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Shoot me a PM with the uncooked map and I'll look at the vehicle pathing and Warfare nodes!

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Unreal Old Friend

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Ah cool !!! biggrin

This is the right time for posting that tutorial ! The teleporter in the original Q3DM15 was teleporting randomly to 2 sides. Mine only uses 1 side atm...cry

Thx for posting this! smile

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Unreal Old Friend

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Hey, this works like a charm...biggrin

The only problem that I have now, is that I am always looking straight to the wall when I get transfered.
Does anybody know how to fix this? (=rotate teleport destination 180°) blankstare

I am also using Pathnodes for destination atm.

EDIT: Have found it myself. What about rotating the Pathnode...? biggrin noob me, lol... ashamed

-- Edited by rulaman on Friday 9th of April 2010 09:23:59 PM

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Feedback-Master ..

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I could have helped you with this as it's used in my Greed version of Beyond Unreality. I teleport players back to multiple spots (on top of the circular columns). If you want, I can add this to my tutorial list (pointing to the thread).

An easy way to do this is to add multiple UTTeleporters. The starting teleporter should have an unique "Tag" in the Object section, while the ending telporters should all have the same "Tag". Just set the starting teleporter's URL to the same "Tag" as the ending teleporters and there you go.

The downfall is that you will hear the "teleporter" sound for all them, which can be a bit annoying, so the way posted by LPS seems a more polished route.

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Connoisseur of Bourbon!

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Just rotate the arrow of the pathnode/teleporter to the direction you want the player to be looking at when teleported.

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Feedback-Master ..

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rulaman wrote:
EDIT: Have found it myself. What about rotating the Pathnode...? biggrin noob me, lol... ashamed


-- Edited by rulaman on Friday 9th of April 2010 09:23:59 PM



Too late? clueless.gif

biggrin.gif  Sorry, I really like the emoticons available on this forum.



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