EDIT: can someone give me an example of a "perfect" teleporter? anything I try makes it work from the top but not the bottom or vice versaI was browsing the "suggestions for fan programs" thread when I saw a suggestion for an automatic teleporter maker, which zerotruths promptly alleged was very difficult. I took this as a challenge (plus i need practice for a programming competition I'm entering), and several hours and quadratic equations later, i present to you: the teleditor!
http://psychonova.110mb.com/teleditor.swf
edit: updated 18/6: you now use it by pasting your map data into the box and clicking load, it'll bring up a simplified image of the map, you first click on the teleporter and then the destination and a line appears so you know where it leads. click save when finished and copy the data back.
* it's pretty much pixel-perfect but occasionally it will miss due to the ninja *just* tapping the top of the first launchpad, so it will *just* fly over the second. This can be resolved by clustering a few launchpads together as a target, or you could wait for me to fix it if there's enough demand
* its in flash, so it works on macs, windows, linux, whatever.
* there's probably bugs (particularly in upwards-facing pads), tell me and I'll fix them
* I could possibly implement slightly slower teleporters as an option (2 steps between instead of 1), but not for upwards-facing pads, which have some wierd physics. post if you want this feature.
teleditor
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- Ice Cold
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I was asked by behappyy to post this thread on the new forums (initially http://metanet.2.forumer.com/index.php?showtopic=22928):
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- Bayking
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Thanks for doing this. It was annoying having to go to the new forums every time I wanted to use it.
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@behappyy - Why not just download it?
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Last edited by blackbelmoral on 2008.12.09 (14:24), edited 1 time in total.
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- Ice Cold
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this confirmed my suspicions that there can be no perfect teleporters. I isolated the teleporters in that map, and all of them fail when approached from a particular direction. If you hit the bottom of a teleporter you'll miss the bottom of the target unless you especially allow for this, and then you'll miss the top of the target if you approach from the top of the teleporter. My solution will be to allow for seperately making upwards-biased, left-biased, right-biased, down-biased teleporters.
Does anyone disagree?
Does anyone disagree?
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- The 700 Club
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thats why you want to have floor/oneways in fornt of behind to prevent when people go the wrong way
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I do!mattk210 wrote:this confirmed my suspicions that there can be no perfect teleporters. I isolated the teleporters in that map, and all of them fail when approached from a particular direction. If you hit the bottom of a teleporter you'll miss the bottom of the target unless you especially allow for this, and then you'll miss the top of the target if you approach from the top of the teleporter. My solution will be to allow for seperately making upwards-biased, left-biased, right-biased, down-biased teleporters.
Does anyone disagree?
124% Accurate!
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- Ice Cold
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Did you even read the topic? That launchpad is up against a wall. Even so, it misses a lot of the time.
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yep, perfect teleporters do not exist, because at such high speeds, if your start point changes slightly, you will go way off
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that's only because you cant hit them from the bottom. its still a rip-off of an n+ map.everythingfromatoz wrote:I do!mattk210 wrote:this confirmed my suspicions that there can be no perfect teleporters. I isolated the teleporters in that map, and all of them fail when approached from a particular direction. If you hit the bottom of a teleporter you'll miss the bottom of the target unless you especially allow for this, and then you'll miss the top of the target if you approach from the top of the teleporter. My solution will be to allow for seperately making upwards-biased, left-biased, right-biased, down-biased teleporters.
Does anyone disagree?
124% Accurate!
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