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teleporters

Posted: Sun May 07, 2006 4:39 am
by OO7
a few teleporter quetions:
1. is it possible to make tp's invisible on radar? if not it should be
2. is there a way to create teleporters of different shapes? ex triangles, circles, etc.
3. what does the variable "_teleportTime" do?

Posted: Sun May 07, 2006 12:43 pm
by The Knights Who Say Ni
1. No
2. No
3. im not sure as i looked here and that doesnt tell you but i would geuss that it has the time between going into the tele and coming out the other[/url]

Posted: Sun May 07, 2006 4:40 pm
by ClayOgre
I must confess, I have wished for teleports invisible on radar too..hmmm....wonder what happens if you defin LinkMaterial with noradar....?

Posted: Sun May 07, 2006 4:44 pm
by Legolas_
Image

how about those?

It is a normal teleporter just with the thing around it to make it look spherical



here is the link to download:
http://bzflag.at/objekte/teleporter.zip

Posted: Sun May 07, 2006 5:06 pm
by ClayOgre
well, couldn't see a picture, and the download link says its forbidden.

Edit:

Got it to download by deleting part of the URL. I still see 'em on radar.

Posted: Sun May 07, 2006 5:41 pm
by Spazzy McGee
yes, you can make teles look circular. see my 'hangars' map.

all you have to do is have a arc or mesh surrounding the teleporter, so in essence it is still a square tele, but with a specially shaped border.

Posted: Sun May 07, 2006 6:18 pm
by OO7
ok, i see how the circular thing around the tp works...
maybe in the nextr version of bzflag they should make it so tp's can be invisible on radar. as im not sure of how to work linkMaterial.......where does that fit in/how is it used?

Posted: Sun May 07, 2006 7:36 pm
by The Knights Who Say Ni
link material is the bit in the middle of the tp which looks all swirly and changing colour and so if you set the border to 0 and the linkMaterial to 0 then it will in effect be invisible

Posted: Sun May 07, 2006 7:41 pm
by slime
Well if you did that , would there still be a link that you could tele through?

Posted: Sun May 07, 2006 8:56 pm
by The Knights Who Say Ni
if you mean you colud drive thought the tp and come out some where else then yes i think

Posted: Sun May 07, 2006 10:17 pm
by ClayOgre
LinkMaterial is a sort of reserved material.

material
name LinkMaterial
color 0 0 0 0
end

The above code should make teleports invisible out the window. If you put in a texture reference, you can actually change how the teleporter "looks", i.e. not the usual swirly color thing. Changing the material does not affect how the teleporter works, just the way it looks.

Posted: Mon May 08, 2006 10:20 pm
by OO7
i can get it to be invisible, but it shows up on radar, and has a shadow.
and i cant get it to accept a texture i have, but it will work with the texs that come with bzflag

Posted: Mon May 08, 2006 10:38 pm
by TD-Linux
All teleports on radar are drawn as yellow lines. If you just make a skinny meshbox, you will notice it is drawn with width, and is just like a normal meshbox. This means that teleports are drawn on radar differently, with a single yellow line. The mesh data of the teleporter probably isn't drawn, and if it is, it wouldn't make a difference anyway.

There is another magic keyword similar to noradar - it is noshadow. Use it to prevent an object from casting a shadow. This is very useful in 'house' maps, as everything looks rather dull when it all has a shadow on it from the roof. It also makes semitransparent water look much better.