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isaac_keel
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Joined: September 19, 2016, 1:01

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Posted: December 30, 2018, 21:16 Post #1
https://imgur.com/a/iS5cMsb

Is there any way to make a tele like this possible in RF?
Edited by isaac_keel at December 30, 2018, 21:17

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ice
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Joined: November 11, 2010, 5:03

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Posted: December 31, 2018, 17:18 Post #2
Whats a Tele?

Like a teleporter?
Or 'in relation to the picture' are you asking if its possible to make a waiting area to prohibit players from playing the game until a certain number of players is reached?

NukeTown For RF bra!

Visit RFrun.net for Deathrun Related things!
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nick
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Posted: December 31, 2018, 18:54 Post #3
You can to some extent. I'm not sure if the transparent static-ey field thing in those teles is possible in RF.

Goober will probably hit this thread at some point.

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Goober
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Posted: January 2, 2019, 16:01 Post #4
The semitransparent static effect is possible via animated texture (VBM, made using MakeVBM in the RF Toolkit). I'm not sure if the specific teleporter in your screenshot does that mesh "morphing" effect Quake teleporters often do - if so, you can emulate it with an animated texture. Unfortunately, without a custom mod for your map, there's no good way to ship custom meshes with your map.

Some points to consider:
- Is this map for multiplayer or single player? If it's single player, you can ship a custom mod with your map (there's no reason not to), and include a custom mesh. Keep in mind that to make a custom mesh, you need to use the plugins (from the RF Toolkit), and they only work with 3D Studio Max 4.2 or 5.0.
- If it's for multiplayer, you will need to use the Pure Faction editor (REDPF) to make your map, and the server/clients that play your map will need to be using Pure Faction as well. Furthermore, you may find players pick up items that are physically located between your teleport entrance and exit - you can resolve this by using a 2-step teleport system (where you teleport the player to a black box outside of the map, then teleport them back in to your desired exit). You can see examples of this if you open PDM - The Bad Place in REDPF.

Please feel free to ask any other questions you may have.

EDIT: Whoops, missed the "multi" part of your thread title :P Either way, everything above still applies, just ignore the "if it's single player" part :v
Edited by Goober at January 2, 2019, 16:35

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isaac_keel
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Posted: January 3, 2019, 1:13 Post #5
Cool dude. Right now I’m using the standard teleports that were provided with your tutorial, but I really wanted to use quakelive style teles in my map... if the method is the same. Honestly though the whole process that you use with key frames and events has me really confused lol. I’ll have to take a look at your map when I get a chance. Thanks

EDIT: also wanted to note that not only is there that staticky field, but some ql teles float up in down in a frame. It’d be cool as hell if that could work in rf lol
Edited by isaac_keel at January 3, 2019, 1:16

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Goober
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Posted: January 3, 2019, 14:33 Post #6
The floating is definitely possible with keyframes/movers - you can even move the teleport triggers with the frame.

The tutorial gives a basic teleporter with example effects - the effects aren't part of the teleport system though, and you can have teleporters with different (or no) effects. If you'd like a more in-depth explanation of how teleporters work in PF, let me know and I'll write one up. :)

Cheers!

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