You could warp to the exact middle (X Y) of the warps (depending what you want) and to give your self a little time before you warp straight back use a boolean and a timer for each warp.
If actor overlaps or collides with warp 1 change boolean warp1locked to true, change X Y to position of warp 2.
Have a Controller actor: if warp1locked = true after 2 (or whatever you want) seconds change attribute warp1locked to false.
If actor overlaps or collides with warp 2 and warp1locked = false warp to X Y of warp 1 (this will make sure you don't keep warping none stop backwards and forwards).
Hello. Sorry for bumping an old topic, but I had some success with creating a warp based on this great video tutorial. However, I am running into a problem.
I only want to use warps for some scenes in my game. And in each scene the warps will be in different areas. The actors I want to warp are not in the scene when it starts. They are spawned in upon the player's command. Therefore it's not quite the same as in the video above where you can just modify the local actor. I can't get this warp thing to work properly unless I create a rule in the global actor. I tried placing a local actor in the scene, off camera, and making rules for it, but when I did, not all the instances of the spawned actor used the warp. Only one of them did for some reason.
I am not sure I am getting to the crux of your problem or the cases you require for it to work, but I would think that if you want to change the position of the warp points in different scene this could be accommodated with the warp actors sending their coordinates to game attributes, and the warp offsets referencing those. All actors if spawned will have to use the prototype for rules but the game attributes will allow that then. I'm I getting it? Perhaps not, but good luck.
Comments
Very inspiring stuff!
Darren.
If actor overlaps or collides with warp 1 change boolean warp1locked to true, change X Y to position of warp 2.
Have a Controller actor: if warp1locked = true after 2 (or whatever you want) seconds change attribute warp1locked to false.
If actor overlaps or collides with warp 2 and warp1locked = false warp to X Y of warp 1 (this will make sure you don't keep warping none stop backwards and forwards).
And the same for the other warps...
Darren.
I only want to use warps for some scenes in my game. And in each scene the warps will be in different areas. The actors I want to warp are not in the scene when it starts. They are spawned in upon the player's command. Therefore it's not quite the same as in the video above where you can just modify the local actor. I can't get this warp thing to work properly unless I create a rule in the global actor. I tried placing a local actor in the scene, off camera, and making rules for it, but when I did, not all the instances of the spawned actor used the warp. Only one of them did for some reason.
Any thoughts on how I can get it to work?
kipper