Thread: Portal System
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Old 07-10-2005, 07:34 AM   #8 (permalink)
Waraddict
Senior Member
 
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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You're in luck, there's an alternative module to the tunnel one called 'CaveContain', it was a module that was to be used for non-team specific tunnels that would be found on official maps.

Code:
Behavior = CaveContain ModuleTag_Cave
[objects will be connected to the same cave system (eachother) if they share the CaveIndex]
	CaveIndex = [integer, can be adjusted in WorldBuilder, required]
	AllowInsideKindOf = [KindOfs]
	ForbidInsideKindOf = [KindOfs]
End
Caves that have the same cave index connect to eachother, you can also redefine the caveindex of one particular cave in the worldbuilder through a script.

Im going to suggest something further, which may suite your goals better but it may get complicated.

First of all, presumably you would like to use a portal which your units are right next to, so you will need to activate it in some way, my suggestion is a specialised weapon, make the portals have armour resistant to every conventional weapon but reserve one damagetype which destroys the portal and replaces it with a copy that's the activated one. You can do this by fiddling with the death modules, you want no effects and it to OCL a cavecontain version of the gate.

The weapon used to do this can be disguised as an 'activate gate' button on every unit, similar to the Jarmen Kell snipe vehicle button except you don't want a recharge, simply select a unit, click the button then target the gate and it will 'turn on', letting your units get in.

The next bit is real clever, first make sure all portals reveal themselves to everyone (look at the superweapon building codes for this), next, give each portal an almost exact copy of this gate activation weapon except it has no range limits, so, to transport to another portal simply select the weapon and find the portal you want to teleport to, it should also be possible to OCL the ungarrison weapon on the exit portal target at the right time too, making whatever units you have in your entry portal instantly come out at the exit portal, you also need to reverse the activation weapon to destroy the activated portals and replace the portals with unactivated portals.
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