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Relative teleport - Printable Version

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RE: Relative teleport - GraphicsKid - 01-15-2011

It moves Dan to the center of the area... and there's no way I can define a new area, and even if I could, there is no way of retrieving the player's coordinates. Sad

The lack of flexibility here just baffles me. I thought the whole point of having a scripting language was to provide flexibility at the slight expense of user friendliness. (as opposed to a gui based system like you'd find in say... Starcraft 1).

Don't get me wrong, I really love this game!


RE: Relative teleport - xiphirx - 01-15-2011

Starcraft 1 had a scripting system. But it wasn't very flexible. amnesia is actually more flexible.

I suppose the best solution is to just make the hallway as narrow as daniel


RE: Relative teleport - Andross - 01-15-2011

(01-15-2011, 01:04 AM)GraphicsKid Wrote: The lack of flexibility here just baffles me. I thought the whole point of having a scripting language was to provide flexibility at the slight expense of user friendliness.

Yes, but the language bindings were created first and foremost to realize one specific game, so obviously they would only implement functions that were actually needed. Making it accessible to the community was just an act of good will.


RE: Relative teleport - GraphicsKid - 01-15-2011

(01-15-2011, 01:17 AM)Andross Wrote: Yes, but the language bindings were created first and foremost to realize one specific game, so obviously they would only implement functions that were actually needed. Making it accessible to the community was just an act of good will.

That's true that's true... Blush


RE: Relative teleport - Rurikkur - 01-16-2011

Awww shucks! XD I really wanted to be able to do this Tongue Well guess the corridor'll just have to be narrow.


RE: Relative teleport - GraphicsKid - 01-22-2011

I've just tried to implement this. It doesn't work well. The player's view is reset every time you teleport, and their speed is zeroed out (so they have to "accelerate" again). It's definitely not seamless.