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ForumsCog Forum → Teleporters....
Teleporters....
2003-08-13, 8:55 AM #1
I have tired several different teleporter cogs now and none of them work properly for me all the time. I have gotten them to work, but they randomly stop functioning for some reason or another. I'm using the cog by Nightmare at the moment (see Mass. Cog sect.), and I put in the enter sector and the ghost position that you're teleported to. When I start the level, and test it out, sparks appear when I enter the teleport ector and the wav plays as well, but I don't go anywhere. What's going on? [http://forums.massassi.net/html/confused.gif]
My JK Level Design | 2005 JK Hub Level Pack (Plexus) | Massassi Levels
2003-08-13, 5:18 PM #2
For your current problem with Nightmare's cog, make sure that your ghost is where it should be. And I guess you realize that it's a thing and not a vector that the cog wants...

For the former, when you have a cog that works only most of the time, then it's either a subtle error in the cog or a level problem (like level thing count). And teleport cogs should not be complicated enough to have any problems like that.

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Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.
2003-08-14, 5:27 AM #3
All you need, besides a way to activate it, is a thing to teleport to.

The verb is 'teleportthing(teleport_thing, telepoint);' and that's all you really need.

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Brutally honest since 1998

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