Teleport "Spawn" Points Help

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Teleport "Spawn" Points Help

Post by LAPTOPER » Thu Mar 13, 2008 8:03 am

Hey guys!

I am working on a mod that needs more than one teleporter entrance and exit - probably somewhere around five. Is there a tut on this or can someone just post it here? If possible, is there a way to do it without editing an hex? Thanks a ton, if anyone wants any information regarding the mod, or pictures, pm me or ask here!

Thanks everyone,


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Post by Lanx » Thu Mar 13, 2008 9:06 am

Maybe use Eschaton? The scenario editor. :P
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Post by Excend » Thu Mar 13, 2008 10:28 am

this is what i think you have to do... im not sure if it will fully work, duplicate the teleporter shield and base, to the number of teleporters you want and then open it in sparkedit and you should be able to move the bases and shields around, as for which teleporter goes to which base i think you can do that using tyler's coordinate hack
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Post by Altimit01 » Thu Mar 13, 2008 10:58 am

Coordinate hack would be cumbersome. You'd have to be running a separate program while running the game. Much easier to just mod the mapfile. Fuel made a post how to do this a while ago.
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Post by LAPTOPER » Thu Mar 13, 2008 11:43 am

1anX44 wrote:Maybe use Eschaton? The scenario editor. :P
The scenario editor in Eschaton only has two teleporter entrances and exits. - One for each of the bases. There has to be a way to get more than two pairs of teleporter entrances and exits. I have played a couple of mods that have a bunch. So, can anyone show me how to do this?


EDIT:
ghosts wrote:this is what i think you have to do... im not sure if it will fully work, duplicate the teleporter shield and base, to the number of teleporters you want and then open it in sparkedit and you should be able to move the bases and shields around, as for which teleporter goes to which base i think you can do that using tyler's coordinate hack
How do you duplicate the amount of teleporters?

EDIT AGAIN:
Altimit01 wrote:Coordinate hack would be cumbersome. You'd have to be running a separate program while running the game. Much easier to just mod the mapfile. Fuel made a post how to do this a while ago.
I searched Fuel and teleporters and the only thing that I could find was his mod called "Teleporters" but there was no tut on how to do it...
Thanks though,


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Last edited by LAPTOPER on Thu Mar 13, 2008 11:52 am, edited 1 time in total.
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Post by Dirk Gently » Thu Mar 13, 2008 11:45 am

LAPTOPER wrote:
1anX44 wrote:Maybe use Eschaton? The scenario editor. :P
The scenario editor in Eschaton only has two teleporter entrances and exits. - One for each of the bases. There has to be a way to get more than two pairs of teleporter entrances and exits. I have played a couple of mods that have a bunch. So, can anyone show me how to do this?


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mb duplicate using Sparkedit.

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Post by LAPTOPER » Thu Mar 13, 2008 11:54 am

POG_root wrote:
LAPTOPER wrote:
1anX44 wrote:Maybe use Eschaton? The scenario editor. :P
The scenario editor in Eschaton only has two teleporter entrances and exits. - One for each of the bases. There has to be a way to get more than two pairs of teleporter entrances and exits. I have played a couple of mods that have a bunch. So, can anyone show me how to do this?


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mb duplicate using Sparkedit.
Lol, sorry for so many questions or to sound stupid, but how do you do that?

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Post by Lanx » Thu Mar 13, 2008 12:18 pm

Meh. >_<
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Post by LAPTOPER » Thu Mar 13, 2008 12:59 pm

1anX44 wrote:Meh. >_<
Ok, you don't have to tell me, but dont just post something pointless?


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Post by Mac Hacker » Thu Mar 13, 2008 1:03 pm

I know i said i wouldnt post till i finsh the............... well i feel i need to because yall are way offbase with teliporters. the base adn the shield arent the teliporters to get taht straight! they are net game flags well you can use conures chunk cloner to make and add new teliporters i may or may not wright a tut but if the coodhack is used it works well to make 2 sided portals :P
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Post by Excend » Thu Mar 13, 2008 1:31 pm

how am i off base when i said the exact same thing basically, except i didnt say chuck cloner because you cant clone 2 different things in chuck cloner, and people have other ways of duplicating things

and i also didnt say that the teleporter base and the teleporter shield arent part of the teleporter... wtf?
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Post by Mac Hacker » Thu Mar 13, 2008 1:44 pm

ghosts wrote:how am i off base when i said the exact same thing basically, except i didnt say chuck cloner because you cant clone 2 different things in chuck cloner, and people have other ways of duplicating things

and i also didnt say that the teleporter base and the teleporter shield arent part of the teleporter... wtf?
actually i figured that part out and u was talking about the base and shield the teliporters arent linked to that those are just senery :/ i ment as in the senery isnt the inpututs and out puts those are just there to give it that effect
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Post by Excend » Thu Mar 13, 2008 1:55 pm

yes, but if you duplicate or clone the scenery it has the same effects as the original
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Post by Dirk Gently » Thu Mar 13, 2008 2:00 pm

unless you change it.

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Post by Excend » Thu Mar 13, 2008 2:02 pm

what does that have to do with it... if you want another teleporter with the same functions it currently has you arent gonna change it >.>
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