HOWTO: Add a teleporter option

Apr 28, 2006 at 11:16 PM
Senior Member
"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
Join Date: Mar 1, 2006
Location: Grasstown
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Age: 40
I was fiddling around with stuff last night, and I found that it's possible to add teleporter icons to StageImage.pbm, and use them in game.
The first space to the right of plantation can be accessed via <PS+0006
And there is already room for two more icons without expanding the file.

Here's a screenshot.
diph.php


And here's the modified StageImage.pbm
diph.php


To make use of the new icons, you need to add a <PS+000x:yyyy command somewhere(where x is the new icon number, and yyyy is the number of the transport script in arthur's house)
Mine looks like this:
Code:
<PS+0006:6006
A #100x entry to StageSelect.tsc
Mine looks like this:
Code:
#1006
<KEY<MSG<TURSanctuary<WAI9999<END
A #yyyy entry to pens1.tsc (or whatever map you're calling <SLP from)
Mine looks like this:
Code:
#6006
<PRI<MSGDo you want to go to the
Sanctuary?<YNJ0000<CLO
<KEY<CNP0300:0111:0002<HMC<WAI0060<ANP0500:0001:0000
<WAI0100<FAO0004<TRA0108:0099:0010:0002
And a (most likely) #0099 entry to whatever map you're transporting to.
Mine looks like this:
Code:
#0099
<KEY<MNA<CMU0023
<ANP0300:0001:0000<FAI0004
<CNP0301:0112:1002<WAI0090
<ANP0300:0000:0000
<MYD0001<DNP0301<SMC<END
You put an entity 300 with sprite 22 somewhere on the map, and you put entity 301 with sprite 0 one tile up and left from where you're teleporting in.
If you're teleporting into midair, you're going to want the <WAI to be <WAI0083, or there will be a pause in the fall.
 
Apr 28, 2006 at 11:59 PM
Been here way too long...
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Very informative and helpful.

As a "modder" who isn't skilled enough to figure out complex things on my own, I thank you.
 
Apr 29, 2006 at 12:26 AM
Senior Member
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Similarly, if you are making a custom teleport location (such as going *back* to Arthur's House from the Sanctuary), you would need to have a blank entity one space under the teleporter. This becomes the teleport-out animation, as in the code <CNP0300:0111:0002 (from upthorn's #6006 example)


Additionally, if your teleporter is teleporting you within the same map, and you want the teleporter to be reusable, the teleport out and in animations physically move that entity, so you will need to reset them using the <MNP command after the teleport and after you change them back to the null entity (0000).

The reason this is never included in most maps is because teleporting usually changes maps, and so the entities reset their locations anyway.
 
May 18, 2008 at 8:13 AM
Cold Agony of Resolute Vacuum
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@_@
Wow.
Stop the ride, I want to get off.

Yeah, I'll just use the door.
lol
Thank you for this lovely (albeit hefty) work.
I might just use this.
 
May 18, 2008 at 9:08 AM
Luls
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Posts: 1584
DragonBoots said:
@_@
Wow.
Stop the ride, I want to get off.

Yeah, I'll just use the door.
lol
Thank you for this lovely (albeit hefty) work.
I might just use this.

Ehh if you would look at the date of the last post before yours...

You're lagging by 2 years... I suggest you change your internal modem and router... Or maybe the wires need fixing? >_>
 
May 18, 2008 at 5:23 PM
Cold Agony of Resolute Vacuum
"Heavy swords for sale. Suitable for most RPG Protagonists. Apply now!"
Join Date: Jan 1, 2008
Location: Elsewhere
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Metalogz said:
Ehh if you would look at the date of the last post before yours...

You're lagging by 2 years... I suggest you change your internal modem and router... Or maybe the wires need fixing? >_>
It was news to me.
-_-'''
Plus, this is VERY handy for me, as my FUTURE BASED MOD is bound to need lots of teleporters.
 
May 19, 2008 at 10:04 AM
Justin-chan
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lolsaemhur
 
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