Author Topic: Teleport Polygons (concept)  (Read 4531 times)

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Offline L[0ne]R

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Teleport Polygons (concept)
« on: March 09, 2011, 07:37:44 pm »
I've read somewhere about how new bouncy polys work, and came up with an idea of how teleport polys could work. (See the pic).



When player enters teleport area - his X,Y values should be set the same as X,Y values of 3rd vertice of the teleport polygon. Speed and acceleration should be reset to prevent players from flying out of the teleport in a wrong direction and hitting walls.

Ideally it would be nice to have the ability to set which way teleport exit should face, but the key word here is "ideally", which is unlikely to happen in the near future. :P For now here's a simpler concept which, I think, is much more realistic in terms of whats possible.
« Last Edit: March 09, 2011, 07:43:53 pm by L[0ne]R »

Offline SoldatFire

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Re: Teleport Polygons (concept)
« Reply #1 on: March 09, 2011, 08:32:42 pm »
 :-\  don't know..... looks pretty "futuristic" for soldat
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Offline L[0ne]R

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Re: Teleport Polygons (concept)
« Reply #2 on: March 09, 2011, 08:42:46 pm »
Well, Soldat already has teleports, except they're basically polybugs that some mappers learned to use to teleport players upwards. This is just an idea about how teleport polys could be officially implemented. Since bouncy polys were officially implemented, I thought teleports would be worth implementing too.

As for "futuristic" - Soldat never really was realistic in the first place. Look at all the random maps and mods - compared to them, teleports don't look all that weird.
« Last Edit: March 09, 2011, 08:50:30 pm by L[0ne]R »

Offline chutem

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Re: Teleport Polygons (concept)
« Reply #3 on: March 09, 2011, 11:34:27 pm »
If you are suggesting this because you only think they work upwards - I'll just tell you now, that they can work in any direction at all.

Disregarding that, this is still a good idea. Simplifies making the teleport, and also cuts out 199 unneccesary polygons per tele.
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Offline L[0ne]R

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Re: Teleport Polygons (concept)
« Reply #4 on: March 10, 2011, 12:06:27 am »
Uh right, I forgot that teles can tele in different directions, but still.. Making them is a pain and they aren't very reliable and require lots of polys, which is the main reason I suggested this.
« Last Edit: March 10, 2011, 12:18:37 am by L[0ne]R »

Offline Blue-ninja

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Re: Teleport Polygons (concept)
« Reply #5 on: March 10, 2011, 01:32:10 am »
Teleporters are 100% reliable when you know how they work, AKA jumping into the middle of it.

Offline Bistoufly

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Re: Teleport Polygons (concept)
« Reply #6 on: March 10, 2011, 02:58:59 am »
Speed and acceleration should be reset to prevent players from flying out of the teleport in a wrong direction and hitting walls.
No! In some climb maps, you have to take in account the way you're entering the teleport. ( direction / momentum )
That's what is fun about it.
Ever played Portal?

Offline L[0ne]R

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Re: Teleport Polygons (concept)
« Reply #7 on: March 10, 2011, 03:31:42 am »
Speed and acceleration should be reset to prevent players from flying out of the teleport in a wrong direction and hitting walls.
No! In some climb maps, you have to take in account the way you're entering the teleport. ( direction / momentum )
That's what is fun about it.
Ever played Portal?
I did, and I agree that it would've been much more awesome of telepolys worked that way too, but I'm not sure how hard that would be to code. I have an idea, which I'll post here tomorrow when I have photoshop at hand.

Teleporters are 100% reliable when you know how they work, AKA jumping into the middle of it.
I wouldn't call it "reliable" if it might now work right just because you're slightly off. :/

Offline zakath

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Re: Teleport Polygons (concept)
« Reply #8 on: March 10, 2011, 04:19:28 am »
we will look into this, cant promise anything though, perhaps another possibility as well would be oneway polygons both with boost and without.

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Offline GhostRiderSwiss

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Re: Teleport Polygons (concept)
« Reply #9 on: March 10, 2011, 05:10:11 am »
played already maps with teleporters which work flawlessy....i was thinking its already a feature ^^

but it would be a good (new/old) feature which could be added finaly :D

for the polygon aspect (the map i played was huge already) so i think its not a problem of max polygons.

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Offline L[0ne]R

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Re: Teleport Polygons (concept)
« Reply #10 on: March 10, 2011, 06:25:30 pm »
we will look into this, cant promise anything though, perhaps another possibility as well would be oneway polygons both with boost and without.
One-way polygons? If I understood that correctly, do you mean polygons that you can walk/jump through from one side but collide with them from another side? If that's what you mean - then I'd also like to suggest the ability to fall back through them by double-tapping crouch.



But anyway, here's a more advanced concept for teleports.
This one allows players to preserve their speed after teleportation and allows to set which way the exit should face. However this also requires teleports to be linked somehow (in my example I just used number IDs) and have players' aim, movement speed and direction change according to where teleport exit is facing, so it'll be a bit more coding work:


oh, also: a nice touch for teleport polys would be a particle effect on Soldiers that appears for a short while when players touch polygon's surface. Basically the same as fire particles when touching lava polygons, but using different sprites.
« Last Edit: March 10, 2011, 07:52:59 pm by L[0ne]R »

Offline Dusty

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Re: Teleport Polygons (concept)
« Reply #11 on: March 10, 2011, 07:08:49 pm »
the best suggestion i've seen in ages

Offline duz

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Re: Teleport Polygons (concept)
« Reply #12 on: March 10, 2011, 08:14:24 pm »
Omg, nice suggestion(again) L[0ne]R!

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Offline smiluu

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Re: Teleport Polygons (concept)
« Reply #13 on: November 25, 2013, 09:14:56 am »
Sorry for bumping, I am very much interested seeing this implemented in a way or another someday.

Would it be possible for projectiles/bullets to travel through teleporters as well? I have few layout ideas that require a support for this.

Offline As de Espada

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Re: Teleport Polygons (concept)
« Reply #14 on: December 08, 2013, 01:43:22 pm »
would be nice, since teleporting with polys doesn't work anymore
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