ISDF Teleport based on blink functionality?
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- Sober Scav
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ISDF Teleport based on blink functionality?
Hello everybody,
I'm planning to create something like teleport for the ISDF.
I have enough experience with making static models and I plan ISDF Teleport will be a small 1x1 building, which will have ability to transport units very fast to the battlefield. Teleport will be limited to 1 entrance and 1 exit.
The question:
I studied Scion Blink wep for a bit and basic functionality is transport user to aimed ground. ISDF teleport will be the same, but will use something like " static" blink or another method of fast transport. If its not possible (in other words feature for Scions only), then how I can finish "Jump pad", as you know it from Unreal Tournament (Specifically 2k4) games?
I'm aware of using hp_taps, that means blink could be mounted to these points, but basic blink can't transfer unit behind a hill - only "Where I can aim, there I can be". Is there another method?
I'm asking cos I saw stock ISDF Teleporter but stock one is not working OR I cant make it working - only what this building does is 3 or 5 power units cost - I consider it as "passive" type building. Next, I think the stock teleport is really big and not welcome in strategy games. I can say I'm creating Team Fortress 2 teleport by Battlezone 2 way (of course, buildable by cons / engi).
Thats all from me,
thanks in advance!
K-Barter_CZ
I'm planning to create something like teleport for the ISDF.
I have enough experience with making static models and I plan ISDF Teleport will be a small 1x1 building, which will have ability to transport units very fast to the battlefield. Teleport will be limited to 1 entrance and 1 exit.
The question:
I studied Scion Blink wep for a bit and basic functionality is transport user to aimed ground. ISDF teleport will be the same, but will use something like " static" blink or another method of fast transport. If its not possible (in other words feature for Scions only), then how I can finish "Jump pad", as you know it from Unreal Tournament (Specifically 2k4) games?
I'm aware of using hp_taps, that means blink could be mounted to these points, but basic blink can't transfer unit behind a hill - only "Where I can aim, there I can be". Is there another method?
I'm asking cos I saw stock ISDF Teleporter but stock one is not working OR I cant make it working - only what this building does is 3 or 5 power units cost - I consider it as "passive" type building. Next, I think the stock teleport is really big and not welcome in strategy games. I can say I'm creating Team Fortress 2 teleport by Battlezone 2 way (of course, buildable by cons / engi).
Thats all from me,
thanks in advance!
K-Barter_CZ
Re: ISDF Teleport based on blink functionality?
Your options are an ODF based Accelerator or a DLL based portal.
- General BlackDragon
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Re: ISDF Teleport based on blink functionality?
You have much to learn, young grasshopper.
Blink, is a weapon. And, a weapon the AI probably uses in a retarded way. Blink also only teleports the object firing it. For a chinese type portal, that instantly teleports objects from point A to point B, you have to use DLL. I recently created just such a buildable working portal.
For an accelerator ramp, that shoots ships off very quickly into a certian direction, you should use a ramp model used as a shieldtower class. shield towers can push objects within a cubic area X meters/sec. so, anything that enters the area of effect, instantly gets accelerated the direction the shieldtower is facing.
Soo, what do you want to do?

Blink, is a weapon. And, a weapon the AI probably uses in a retarded way. Blink also only teleports the object firing it. For a chinese type portal, that instantly teleports objects from point A to point B, you have to use DLL. I recently created just such a buildable working portal.
For an accelerator ramp, that shoots ships off very quickly into a certian direction, you should use a ramp model used as a shieldtower class. shield towers can push objects within a cubic area X meters/sec. so, anything that enters the area of effect, instantly gets accelerated the direction the shieldtower is facing.
Soo, what do you want to do?
Re: ISDF Teleport based on blink functionality?
You can make an omnidirectional accelerator too.
- General BlackDragon
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Re: ISDF Teleport based on blink functionality?
but, if it accelerates you in all directions at once, technically you wouldn't actually move.
Re: ISDF Teleport based on blink functionality?
I'm sorry but that is pretty stupid.General BlackDragon wrote:but, if it accelerates you in all directions at once, technically you wouldn't actually move.
No, it accelerates you in whatever direction you enter the field.
- General BlackDragon
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Re: ISDF Teleport based on blink functionality?
ouch, no, actually, i just looked at shield tower odf variables, it can only push or pull you forward/backwards. There is no sideways or verticle. (per shield tower, atleast)
Code: Select all
[ShieldTowerClass]
objPush = 50.0 //60.0 //30.0 //shoot forward
objDrag = 0.0
ordPush = 0.0
ordDrag = 0.0
shieldMaxZ = 32 //Fowards
shieldMinZ = -32 //Backwards
shieldMaxY = 10 //Up
shieldMinY = -10 //Down
shieldMaxX = 32 //Left
shieldMinX = -32 //Right
Re: ISDF Teleport based on blink functionality?
Who ever said that an Omnidirectional booster is based on a shield tower? It is based on a magnet shell on a flare mine.
- General BlackDragon
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Re: ISDF Teleport based on blink functionality?
Best misunderstanding I've seen on the board yet.Nielk1 wrote:I'm sorry but that is pretty stupid.General BlackDragon wrote:but, if it accelerates you in all directions at once, technically you wouldn't actually move.
No, it accelerates you in whatever direction you enter the field.

- S.cavA.rmyG.en
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Re: ISDF Teleport based on blink functionality?
magent mineNielk1 wrote:General BlackDragon wrote:but, if it accelerates you in all directions at once, technically you wouldn't actually move.
I'm sorry but that is pretty stupid.
No, it accelerates you in whatever direction you enter the field.
with objdrag = -25 thats fun to wach not to ride but to wach a objdrag = -2 is strange and a objdrag = -40 kills the game

I found some crazy things playing with mines its about time some one newer trys this.
your probly looking for objdrag = -7.
Re: ISDF Teleport based on blink functionality?
Mine would work too, might even work better, might not.
- Zero Angel
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Re: ISDF Teleport based on blink functionality?
There is multiple ways that I see you can do it.
1) The shieldtower method is the same method that the 'expressway tunnels' in VSR use ( /vsr-testing/Extras/ ), which can fling a unit in one direction. Look at those ODFs to get a general idea of how the method would work.
The other methods would rely on a flare mine (often tapped to a building ODF) to generate ordnance that can accelerate the player. Such ordnance would include.
2a) One that hits the user, and 'explodes' on contact (zero out the damage values if you don't want to hurt the player) using kickVeloc to propel the player in a given direction. You might want to set the shotRadius value to something like 20 if you want it to contact with the player more easily.
2b) A downward firing flaremine that fires ordnance that has a negative kickVeloc (to propel the player upward.
2c) A flaremine that fires a magnet shell that gently pushes the player in a chosen direction. You can use a negative shotRadius value so that the magnet shells pass through the player without hitting him and exploding.
2d) A simple mine based on the design of the m-curtain. This would be better for pits, as a way to push the player out of them and propel him into the air.
All of these other methods would require you to 'tap' the flaremine to an object (in the same way that a lung is 'tapped' to a scion building like a spire or forge).
1) The shieldtower method is the same method that the 'expressway tunnels' in VSR use ( /vsr-testing/Extras/ ), which can fling a unit in one direction. Look at those ODFs to get a general idea of how the method would work.
The other methods would rely on a flare mine (often tapped to a building ODF) to generate ordnance that can accelerate the player. Such ordnance would include.
2a) One that hits the user, and 'explodes' on contact (zero out the damage values if you don't want to hurt the player) using kickVeloc to propel the player in a given direction. You might want to set the shotRadius value to something like 20 if you want it to contact with the player more easily.
2b) A downward firing flaremine that fires ordnance that has a negative kickVeloc (to propel the player upward.
2c) A flaremine that fires a magnet shell that gently pushes the player in a chosen direction. You can use a negative shotRadius value so that the magnet shells pass through the player without hitting him and exploding.
2d) A simple mine based on the design of the m-curtain. This would be better for pits, as a way to push the player out of them and propel him into the air.
All of these other methods would require you to 'tap' the flaremine to an object (in the same way that a lung is 'tapped' to a scion building like a spire or forge).
- S.cavA.rmyG.en
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Re: ISDF Teleport based on blink functionality?
try this its a basic magnet mine.
Code: Select all
[GameObjectClass]
geometryName = "igmits00.xsi"
classLabel = "magnet"
scrapCost = 20
scrapValue = 0
maxHealth = 10 // you mite want this for testing.
maxAmmo = 50 // it dose not need ammo but why not.
[MineClass]
Lifespan = 1e6
[MagnetMineClass]
triggerDelay = 0.01
fieldRadius = 50
objPushCenter = 0.0
objPushEdge = 0.0
objDrag = -5 //this speeds up units
ordPushCenter = 0.0
ordPushEdge = 0.0
ordDrag = 0.0 //-9.5 this one is for weapons
TeamFilter = 1
Re: ISDF Teleport based on blink functionality?
http://www.youtube.com/watch?v=1QsoJGCF ... r_embedded
I think it was Scarlet Tomato that made this, not sure though.
I think it was Scarlet Tomato that made this, not sure though.