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Able to switch teleporters as well

Posted: Sat Jul 30, 2016 4:55 pm
by sdraweae
Hey,

in my opinion it would be cool for mappers if they were able to switch teleporters on or off.
For example a lot of mappers use the trick (At dummy maps) that the dummy gets hooked in a teleporter by an hook-entity. But with this way you would need more space. It would be easier to just enable a porter. :?:

Re: Able to switch teleporters as well

Posted: Sat Jul 30, 2016 5:41 pm
by mokuz
how would you mark it?

Re: Able to switch teleporters as well

Posted: Sat Jul 30, 2016 6:16 pm
by sdraweae
I would sort of put an "id" marker in the switch layer.
So for example: Chooes id 1, place it over a teleporter and disable it by default. When you step into an activator referring to 1 as well the porter gets enabled.

Re: Able to switch teleporters as well

Posted: Sat Jul 30, 2016 7:53 pm
by Index
Sure, it would be nice idea. There are many more entites that would be even better with the 'switch' mechanic.
But I don't think it's really necessary. The current way with hook-lasers works fine, even if it requires more space .__.

Re: Able to switch teleporters as well

Posted: Sun Jul 31, 2016 3:18 am
by sdraweae
Just an idea :P

Re: Able to switch teleporters as well

Posted: Thu Aug 11, 2016 3:33 pm
by timakro
Good idea but hard to implement.

Re: Able to switch teleporters as well

Posted: Fri Aug 12, 2016 3:48 pm
by mokuz
and how to show it in-game?

Re: Able to switch teleporters as well

Posted: Fri Aug 12, 2016 3:56 pm
by Ryozuki
We thought about it, and had a idea but we don't know if it's good.
We would need to create 8 more tiles.
  • Tele on
  • Tele off
  • Telecp on
  • Telecp off
  • Tele delay on
  • Tele delay off
  • Tele cp delay on
  • Tele cp delay of
Those are many new tiles and it would use the switch logic, what you think about it?