Quote:
Originally Posted by lordxenite
Lev, I'd rather have teleporter-like Location Markers. 
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Yeah. The big thing is, I'd imagine the Foundry code trick here (behind the scenes) would involve:
1) Trigger a respawn.
2) Temporarily changing the spawn point when triggering the respawn. (So the respawn location changes just before the respawn in forced and is adjusted back to its previous value a split second after the respawn unless the new location is in the area of effect radius of a new spawn point)
I think that's really what this trick illustrates Cryptic could do relatively easily at least.
I think you'd need a special category of interactable object that does the work of toggling and activating the respawn (which could be given an invisible costume or placed beneath the floor or be costumed as any detail object). For simplicity's sake, I'd have the trigger object bundled with the temporary respawn location so that dropping one always drops both and deleting one always deletes both, making them linked like NPC enemy groups are.
Assuming the respawn used is the same respawn used by dead players, it would force any BOs to the new spawn point while NOT forcing any players to do the same).
It's actually all very doable the more I think about it.
The BIGGEST issue I can see is that we need persistently interactable objects or it has no multiplayer appeal and it's not a reliable back and forth jump. I'd also rather have an official means of doing this because this trick is reliant on Cryptic keeping in the forced respawn due to collisions and would look weird to a 3rd party observer 50 feet away.
I actually DO R&D a lot of the kind of tricks that folks like Kirkfat and Pendra use but I tend to actively avoid using them if they would break with multiplayer. (Some tricks like this could work with multiplayer if you repeat them five times and it's a one way jump.)
The nice thing about tying it to an object interact is that you could then supply an animation to go with it so that 3rd party players would see a Q flash, a puff of smoke, a transporter effect, etc.
The real tricky part here is the persistently interactable object. Ie. one that can keep popping the same trigger effect an unlimited number of times.