Teleporting alcove (DMute tutorial)
Posted: Thu Apr 12, 2001 6:00 pm
Hmm, I never actually wrote this here before...ok, here's how it works
1) Find the wall object graphic that corresponds to 1x in the 6th byte, and change it to alcove.
2) Create a teleporter somewhere on it's own (hidden in a wall), and add a pressure pad, graphic 1
3) Clone this tile (note its 7th and 8th bytes in the tile hex) as a wall instead wherever needed. Change the facing, and add any activation effect to the alcove.
4) For the trigger, have it targetting the original teleporter square instead.
This has no ill effects, you could even have two-four pressure pads and a 'default facing/spin effect on the teleporter to it's own square so that if you trip the alcove you have to go to another alcove (same cloned square but a different face visible) to find it. It's definitely the last thing anyone would expect : )
1) Find the wall object graphic that corresponds to 1x in the 6th byte, and change it to alcove.
2) Create a teleporter somewhere on it's own (hidden in a wall), and add a pressure pad, graphic 1
3) Clone this tile (note its 7th and 8th bytes in the tile hex) as a wall instead wherever needed. Change the facing, and add any activation effect to the alcove.
4) For the trigger, have it targetting the original teleporter square instead.
This has no ill effects, you could even have two-four pressure pads and a 'default facing/spin effect on the teleporter to it's own square so that if you trip the alcove you have to go to another alcove (same cloned square but a different face visible) to find it. It's definitely the last thing anyone would expect : )