Re: How to disable trans locator by editing a map.
Posted: Fri Dec 29, 2023 11:27 pm
MonsterEnd disabled is one of my methods for preventing dummy players to rush map and ruining the fun of others, map doesn't need anything else like fake touches and all sort of useless actors. MonsterEnd is a trigger that can be activated at a moment and not just using it always active.
Let's see (as biography) how goes with paths and relations with Translocator...
Small snippet - TranslocDest actor managing to work or to drop routing based on a simple check.Sequence for demolishing paths it's dropped if game includes "bUseTranslocator".
Here we can alter in an early stage this "bUseTranslocator"... but you have to take in account mods that are forcing something else as a subsequent Translocator. In such case is need a timed check and... removing from Inventory such thing + destroying any future potential appearance (WoodenBox stuff, DropWhenKilled, etc.).
More to say, map's design might be done for preventing any help of such thing. Simple geometry, doors locked correctly, no top areas like in some "Purgatorium" map that make mods with dumb jumping features to be rushed straight at end which... is ACTIVE (any reason ?).
Let's see (as biography) how goes with paths and relations with Translocator...
Small snippet - TranslocDest actor managing to work or to drop routing based on a simple check.
Code: Select all
class TranslocDest extends LiftCenter;
...
if ( Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).bUseTranslocator && (Region.Zone.ZoneGravity.Z < 0.9 * Region.Zone.Default.ZoneGravity.Z) )
return;
Here we can alter in an early stage this "bUseTranslocator"... but you have to take in account mods that are forcing something else as a subsequent Translocator. In such case is need a timed check and... removing from Inventory such thing + destroying any future potential appearance (WoodenBox stuff, DropWhenKilled, etc.).
More to say, map's design might be done for preventing any help of such thing. Simple geometry, doors locked correctly, no top areas like in some "Purgatorium" map that make mods with dumb jumping features to be rushed straight at end which... is ACTIVE (any reason ?).