Scripts / TransportToIfUsed

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Lance
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Joined: 22nd Jul 2003
Location: Third planet from Sun
Posted: 20th Feb 2015 19:20
The TransportToIfUsed works (AuShadow script) , problem is If you transport to the top of something(building) and then transport back to ground you get the sound/blood decal and take a health hit . I would like to just be able to transport back . I know you can add the health back but you still have to put up with the blood decal and hurt sound . Is there a work around for this ?

Lance

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cybernescence
GameGuru Master
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Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 21st Feb 2015 14:05
It's annoying, only work-around I've seen (from smallg) is to add a lot to the player health before transporting 'downhill'
Lance
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Posted: 21st Feb 2015 17:18
That's what I figured . Ug Ug Ugly way to fix something .
Lance
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smallg
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Posted: 21st Feb 2015 19:50
you could try freezing the player with the new command, not sure what effect that would have.
life\'s one big game

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Lance
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Posted: 21st Feb 2015 21:26 Edited at: 21st Feb 2015 21:29
I tried changing HurtFall of player to a higher number(1000) and it does away with player getting hurt when he transports back down but you can't change it back again . I will try using freeze .

It would be nice to have more control of player during game to change things like HurtFall .. Well at least I would like it .

Lance
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cybernescence
GameGuru Master
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Playing: Cogwheel Chronicles
Posted: 21st Feb 2015 22:22
Could you not store the initial player health in a variable, add 1000, transport, then reapply/reset the stored initial health? I know it's a pain, but I think that's how I got around it (was a few months ago).
Lance
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Posted: 22nd Feb 2015 15:55
I figured a workaround for my project . It has to do with HurtFall . HurtFall determines at which height the player will start to get hurt falling ( - health ) . I figured the height of my 'building' I transported to and set the HurtFall to match height of 'building' and no more health loss . Doing it this was does change player HurtFall for anything at that height . If you go to a higher lever than HurtFall was set you will sustain injury ( - health ) .

Lance

" If you don't know where your going , anywhere will get you there"
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smallg
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Posted: 22nd Feb 2015 17:27
Quote: "Could you not store the initial player health in a variable, add 1000, transport, then reapply/reset the stored initial health? I know it's a pain, but I think that's how I got around it (was a few months ago)."


yh but that doesnt stop the effect from occurring and more often than not you will end up with blood splatter stuck on the screen.

@lance glad you found a working option for the time being

life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
Lance
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Joined: 22nd Jul 2003
Location: Third planet from Sun
Posted: 20th Mar 2015 21:14
Glad this was fixed . It's nice not to die when transporting from high back down to ground .
Lance
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Teabone
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Joined: 8th Jun 2006
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Posted: 20th Mar 2015 21:54
Is the hurt affect hard-coded? Its getting in the way of some of my games.
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT

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