Teleport Change Facing

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Jayden Hawke
Posts: 2
Joined: Sun Oct 07, 2012 10:18 pm

Teleport Change Facing

Post by Jayden Hawke »

I have been designing a dungeon in the editor and noticed that the teleport change facing works with absolute directions rather than relative. The result is that the party will end up facing the same cardinal direction regardless of how they were facing when they walked into the teleport. Example: A teleport set to face north will have the party exit facing north regardless of whether they walked in forwards or backwards or sideways. I do agree that sometimes this is desirable, however in my case it would be a giveaway that a teleport had happened.(think tesseract)

A potential solution that retains the current functionality would be to set it so that when the change facing option is NOT selected the parties orientation exiting the teleport is set relative to their current facing using cardinal orientation setting of the teleport itself as a reference. This way you could sidestep into a teleport (with it's direction set east) in a Northward running corridor while facing left and appear in a Eastward running corridor still facing left relative to the corridor.
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Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Teleport Change Facing

Post by Komag »

never thought of that option! You could script it - put four teleporters on the same spot and only activate the one that has a facing of one-off the party's facing, which you read via the script
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