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Author Topic: [Suggestion] Teleport FX copies translation of player  (Read 1192 times)

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August 21, 2017, 07:58:05 PM
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Offline Messatsu

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[Suggestion] Teleport FX copies translation of player
« on: August 21, 2017, 07:58:05 PM »
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Found it weird that whenever you use an escape unit or teleport, the leaving teleportation FX was always the Mega Man blue colors.  I think this makes the effect much nicer overall.  (Though perhaps teleporters shouldn't use the escape upward teleport? I dunno, does look cool though)

September 08, 2017, 01:38:47 PM
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Offline CutmanMike

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Re: [Suggestion] Teleport FX copies translation of player
« Reply #1 on: September 08, 2017, 01:38:47 PM »
Trying to actually make this happen in code is annoying since we don't control when the teleport fx spawns (i.e a_spawnitemex). Options are either give the teleport fogs some arbitrary tid number (+ 1000, which is what cbm is doing) or add something to the translation changing code that gives players an inventory based on what translation number they have. I'm not sure the latter can be relied on heavily if a modder chooses to use it (online) and I'm not a fan of taking up more tids that external mods could already be using.

I'd probably settle on the latter, just depends how badly we want them.

September 08, 2017, 04:45:27 PM
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Offline Messatsu

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Re: [Suggestion] Teleport FX copies translation of player
« Reply #2 on: September 08, 2017, 04:45:27 PM »
You're overthinking things:
1.) Create an array
2.) Set the value of the array using script 998
3.) Have the teleport actor set the translation based on the value stored in the array.

This has been tested as working. (It was used in that screenshot)

September 08, 2017, 05:40:35 PM
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Offline CutmanMike

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Re: [Suggestion] Teleport FX copies translation of player
« Reply #3 on: September 08, 2017, 05:40:35 PM »
You're overthinking things:

I've been doing this for so long I just expect everything to require gross hacks to function. Added.