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 Teleporter + Zombie Barf 
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Teleporter + Zombie Barf
Image

Image

Image

So yeah this thing. Too lazy to polish it up any more than it is (though I have been trying and failing to for the past few days)

Will probably be utilized by myself later, but it's a good resource for scripters to have, as it's a good technique.

Muchas gracias to TLB for getting it working, Daman for tearing his ♥♥♥♥ hair out over KeyReleased, and Zalo for being zalo.

edit: oh yeah thanks tea for the GIFs, anyone else who wants to get some ACTION-EY or some SNEAK-EY gifs is welcome to do so

also aspasia for other gif, buttbuddies forever bro

Oh yeah hold press your jetpack key. Should work on any control config; lemme know if it doesn't and what you're on.

edit: teleporting into actors can cause complications, and usually for you, not them.

edit: hey cool zombies that throw up all up on y'all


Attachments:
Teleporter.rte.rar [20.71 KiB]
Downloaded 1135 times
ZombieBarf.rte.zip [1.68 KiB]
Downloaded 795 times


Last edited by Grif on Wed Aug 12, 2009 4:49 am, edited 6 times in total.

Mon May 18, 2009 6:36 am
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Post Re: Teleporter
you need to fix your index. Teleporter.rte not Teleport.rte


Mon May 18, 2009 6:48 am
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Post Re: Teleporter -somewhat less broken-
ha ha, fixing ♥♥♥♥? why would I bother to do that

let alone testing ♥♥♥♥


Mon May 18, 2009 6:51 am
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Post Re: Teleporter -somewhat less broken-
Code:
   ScriptPath = TeleportER.rte/Teleport.lua

Still missing this.


Oh yeah this error too
Code:
ERROR: There is no AEmitter of the Preset name "Teleport Effect" defined in the "All" Data Module!
ERROR: Teleporter.rte/Teleport.lua:16: attempt to index global 'teleporter' (a nil value)


Sorry for any trouble I'm causing. I don't know how to interpret these and fix myself.


Mon May 18, 2009 6:56 am
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Post Re: Teleporter -less broken? it's anyone's guess-
Well really in the long run I was only off by four characters so that's what like, 16 bits or something?

So hardly much you can blame me for.

Also should be working now. I quite literally cannot test this so tell me if it is/isn't.


Mon May 18, 2009 7:07 am
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Post Re: Teleporter -less broken? it's anyone's guess-
Fix'd with fire. Uh I think you defined Teleport Effect somewhere that's not in Teleporter.rte. I made a CopyOf one of the default emitters and dubbed it Teleport Effect. Works now. Might want to fix that.


Mon May 18, 2009 7:24 am
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Post Re: Teleporter -okay actually fixed-
Right I am now done with this mod because I've uploaded more versions to get a fixed one out then I normally do for an entire mod.


Mon May 18, 2009 7:38 am
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Post Re: Teleporter -okay actually fixed-
i made my one work about as soon as i got it, and its awesomecool. be even nicer with telefragging, but pff. very nice. kinda zaloish


Mon May 18, 2009 7:42 am
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Post Re: Teleporter -okay actually fixed-
The best part about this mod is if you set one to go somewhere, it jetpacks effectively AND ACTUALLY GETS THERE, without killing team-mates in the way by accidental brainwrestling.

Set it to go the top of a sky scraper. And then watch in amazement as it does it effortlessly.


Mon May 18, 2009 9:28 am
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Post Re: Teleporter -okay actually fixed-
This + Darklone Pulse Blade + Dummy Assault mission.
That was so epic.
*appears in front of dummy, slices through front 2 in group*
*dissappears, appears behind group, in the opposite direction to where they're aiming, slices back 2, leaving dummy in the middle*
*slices from the ground, pulse blade neatly taking out the entire torso and legs, head falls to the ground unharmed*

Though if you try to teleport up, without getting stuck in anything you'll end up gradually picking up speed until it gets to a point where you'll die even if you teleport into terrain.


Mon May 18, 2009 10:18 am
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Post Re: Teleporter -okay actually fixed-
that last point is your fault for allowing gravity to accelerate you downwards while moving upwards ;)
i find i dont get that issue on my ZERO GRAVITY BW:M MAPS :D


Mon May 18, 2009 1:01 pm
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Post Re: Teleporter -okay actually fixed-
Oh yeah I forgot to fix the gravity on this one, but oh well.

Still fun to play with.

If you want to change the distance just look at the Lua and change the 96 to whatever.

Controller state BODY_JUMP can be replaced with WEAPON_FIRE, AIM_SHARP or a whole variety of others.

It's on the wiki in the Controller lua doc.


Mon May 18, 2009 2:36 pm
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Post Re: Teleporter -okay actually fixed-
Kinda funny how his inertia stays, so it cant be used to soften falls at all.
Do not use at high places.


Mon May 18, 2009 3:23 pm
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Post Re: Teleporter -okay actually fixed-
this mod rocks :D
shame it dies so easily from fall damage though; is there any way to make it more resistant to falls but less resistant to bullets for balance?

one anecdote of mine; i was playing with my brother in a duelling match, he grabbed an oppresser so i grabbed the teleport clone with a shotgun and some timed charges. he laughed... not for long :lol:
in conclusion, it took me about five seconds to plant a charge on its head, basically


Mon May 18, 2009 5:03 pm
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Post Re: Teleporter -okay actually fixed-
I had a blast using this thing on dummy assault with the LRRADD and the vortex gun. You can shoot a vortex and teleport away without getting sucked in, and its fun to teleport into a hallway, shoot some explosive vegetables in, and get out immediately. Hell, I shot a million and one raddishes into the zombie cave and teleported right past all of them right before they went off, got the control chip, and got out as explosives went off around me. This is seriously like my favorite lua mod so far. I cant wait to do multiplayer with this thing, especially with the mind control device. Or dear sister, that would be funny.


Mon May 18, 2009 5:04 pm
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