The sender teleporter should be set up to work without needing to be entered, and can be placed anywhere.
Would you prefer players to enter a teleporter ?
Or have it work automatically when a player is knocked ?
The sender teleporter should be set up to work without needing to be entered, and can be placed anywhere.
Would you prefer players to enter a teleporter ?
Or have it work automatically when a player is knocked ?
Sorry for the late response😅, but to make players be teleported by a teleporter, they have to get in it, right ?
If not, how should I do ?
And also, I would like it to be automatic if it’s possible
Most Devices have a section called User Option-Functions.
When a Device does something it sends out some information about whats been done called an Event.
When a player is involved in that Devices something, the Event also has which player is associated with that Event, This player is referred to as the Instigator.
Not all Devices send the Instigator information, since a teleporter needs to know who to send, we can only use Devices who’s Event has Instigator info
Device Functions use Device Events to trigger those Functions
Normally a teleporter works by entering it.
We can also get teleporters to teleport using Functions instead.
In Teleporters User Options - Functions section.
There are a few functions, the 2 used for remote teleporting are Teleport and Activate.
Teleport - this function will use an Instigated Event to send the Instigated player to this teleporter
for example using it with a Player Spawnpad, you can choose the Spawnpads, “On Player Spawned” event.
So then everytime a player spawns, they are immediately sent to this Teleporters location.
Activate - When the teleporter has Target Teleporter Group settings, this function will send the player to the target group of teleporters, which is a random choice.
for example we can hide this teleporter anywhere even outside the playable area in the void, then set its Teleporter Target Group to A.
Place 3 other teleporters set to be the Target Group A, in various places we want the player to possibly go.
Then by using a Player Spawnpad’s on “Player Spawned Event” with the Activate of the hidden teleporter, when a player is spawned they will be immediately teleported to the location of one of the 3 Target Group A teleporters.
You can also add more events to the same function.
like add 8 different spawnpads to the Activate Function.
Then when someone spawns on any one of the 8 spawnpads, they will be sent to a Target Group A location.
To make players be teleported by a teleporter, they have 2 ways to get in it, physically entering it, or remotely entering it by an instigated event.
The good thing about using an instigated event, is that it is automatic
Are you sure that the Activate function is meant to teleport a player to one of the target teleporters, and not to allow the teleporter to be used or entered?
And how can we make sure that only one of the two players is teleported? (By using the When knocked down with the DBNO device)
I know I’m very dumb sorry
It’s easy to feel dumb, but its only because theres just too many possibilities until you get to terms with what your able to do.
This pic shows a button and conditonal button being used with the activate function of the teleporter that is out of reach.
There is also a visibility setting in teleporters, but I chose to have them showing to indicate what the buttons do.
This is from a published map and they work, the button which works for a certain team and the conditional button which requires a purchase, sends the player to the sender teleporters target group.
Ooooh I see ! I thought the Activate function did the same thing as the Enable function…
But now that I know that the Activate function teleports players to one of the target teleporter, how can I make only one of them being teleported ? (By using the DBNO device)
It should be just using the Eyedropper tool in the Activate to select the DBNO device, then use the dropdown menu to select On Player Downed.
But yes I see, if the players knock each other at the same time, then they will both be teleported.
Which means inserting a trigger between DBNO device and teleporter, that only triggers once.
What’s the eyedropper tool ?
Oh okay, I use it often but I just didn’t know the name, sorry
Also, I’m gonna start to setup my teleporters and everything tomorrow, because I was in vacations yesterday. I’ll send you a new message if everything is working (or if I need some help again)
Edit : when I will publish my map, I will make sure to give you credits, you helped me so much!
Hello! Back with another problem, yay!
So, I’ve created a system where the 2 players can vote on one of the 3 possible loadouts. The 1st one is a one-shot pump, and the 2nd one is a boxfight loadout. For these two loadouts, once the vote is finished and players receive the items, the loadout is saved directly. It is then loaded back every time one of the players dies, so they always start a new round fully equipped with build materials, ammo, etc…
For the 3rd loadout, I’d like to set up a random loadout with items from the current season that changes everytime a player dies. But I’m not sure how to make this happen. Any ideas?
Edit : nevermind it works
Edit 2 : could you help me with the trackers ? I’m struggling to ensure that when one of the player dies, it gives a point to his ennemy and the first one to 10 points wins (I’d like for the points to be visible for each of the players)
Good Work
OK there may be a few ways to do this, the easiest ways without using verse or making custom UI elements would be to use the score for an elimination set in the island settings or for more control by using an elimination manager and a score manager with the tracker.
We could use a tracker straight up with the island settings elimination score,
Score display by tracker’s show tracker on HUD.
The island settings score would also show up on the HUD and in the scoreboard,
Could use the top centre score HUD, with the red and blue bar, which is designed for 2 players or 2 teams. I have not used it yet and I assume there is a specific way to set it up because I’ve seen posts about it being a bit troublesome. But it would be ideal for this
Another way to display the score could be with player references devices, a hologram for each of the players with score displayed.
Could use the elimination manager to increment the score manager, which would do a similar thing, but it gives off events usuable for more custom elements.
How would you like the score to be visible ?, would you like it to be shown as score or you could also show it as eliminations.
Standard location for score and player info below minimap, top left tracker HUD location, or top centre score ?
I’d like to display the score the same way it appears on the Bullseye 1v1 map (I’ve attached a screenshot for reference). However, I’m not sure if the tracker or elimination manager can accurately count kills, since technically, when a player ‘eliminates’ someone, it only registers as a knockdown.
Also, on the topic of verse, do you know how to code ?
No I can’t use verse… yet…
They look like tracker HUD.
I haven’t done this before, but I can assume what needs to be done, we might have to rethink the
process until we get it right, so we’ll both be learning a bit.
OK, I think the Island settings, elimination score is unsuitable because it needs an elimination to give a score.
You also need to set the knockdown invincibility setting…are you usings teams, classes or item granters for loadout ?
We can use the event from when the winning player is teleported to increment a score manager.
How did you end up handling the winner once the knocked player teleports ?
I know we need a tracker for each team set to affect only that team and each attached to an end game device to end round/game.
But do we need an additional tracker each that does nothing when completed, only to see the other teams score, because the first 2 have a team filter and won’t be seen by each other ?
They would have to track maybe the opposite event…but to get the instigator to be the opposite player ???
I’ll hafta have a little think about that…
Hey!
Could you explain what you mean by setting the invincibility setting for knockdowns? And I’m using item granters for the loadouts, since it’s the only way to make a voting system and everything
As for the teleporters, I’m not entirely sure if they’re working correctly yet, especially with two players, since I haven’t had a chance to test it in that scenario. Here’s what I’ve set up so far:
• For the DBNO (Down But Not Out) device: when a player is knocked, it sends a signal to activate the sender teleporter, which should teleport one of the players to the next scenario
• To display win/loss statuses, I set up the Victory HUD device to show on ElimManagerTeam1 and ElimManagerTeam2. For the Lose HUD device, I set it to show when the DBNO device registers a player as downed
However, I’m really struggling with the trackers, especially since players are being knocked down rather than fully eliminated
Do you think we could reach out to Bullseye or another experienced mapmaker for help?
Oh and I have a smaller problem. I would like my terrain/landscape to be at the same level as the build grid, but I’m not able to do it properly (look at the screenshot of one of the scenarios)
Edit : I think I know how to get the terrain like I want
Use the invincibility time in the DBNO settings, down the bottom, only setting it just in case the player gets enough damage to be eliminated.
The tracker will have to wait until after you set up the system that teleports the winning player to where the losing player went, then we can use an event from that sequence to increment the winners tracker.
for the 2 “fake” other team trackers, we only need to use the downed event when the player loses to increment the score.
We can do it…it’ll be OK…
Time to concentrate on what happens to the winner when the loser teleports
I will try publishing my map and testing the teleporter system with my two accounts. I’ll contact you once I’ve done it
Hey,
I tested out my teleporting system and it’s not working. I’m about to give up
Should I create a new team? Currently, I’m working on it solo and don’t have much experience with how teams work. If we publish the project under our team, will the creator’s name display as the team name, or will it still show my individual username from my creator profile?