make teleporters explain themselves

This commit is contained in:
loop 2025-10-13 02:51:28 +01:00
parent 28d699e031
commit dacdfcbb1f
3 changed files with 13 additions and 10 deletions

3
.gitignore vendored
View file

@ -10,6 +10,7 @@ gui/
Classic*
# scripts folder need to be ignored and then exclusions have to be carved out
# scripts/ ignores the path entirely, whereas scripts/* is treated as a pattern
# scripts/ ignores the entire path forever, whereas scripts/* is treated as a pattern
# ! lets you carve out an exception pattern
scripts/*
!scripts/SkillSector*.cs

View file

@ -372,8 +372,6 @@ new SimGroup(MissionGroup) {
dataBlock = "SolarPanel";
lockCount = "0";
homingCount = "0";
Target = "37";
};
new StaticShape() {
position = "-158.234 132.947 290.416";
@ -382,8 +380,6 @@ new SimGroup(MissionGroup) {
dataBlock = "SolarPanel";
lockCount = "0";
homingCount = "0";
Target = "38";
};
new StaticShape(MainInventory) {
position = "-158.549 153.858 241.953";
@ -413,13 +409,13 @@ new SimGroup(MissionGroup) {
msToNext = "1000";
};
new StaticShape() {
position = "-179.634 134.044 242.142";
position = "-176.434 144.844 233.142";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "BankTeleporter";
lockCount = "0";
homingCount = "0";
Desc = "Static Aim Trainer\nShoot static targets while in the air to score points!\nMove faster to score more points and have fun!";
destination = "ATLSpawn";
};
};
@ -482,12 +478,12 @@ new SimGroup(MissionGroup) {
dataBlock = "BankTeleporter";
lockCount = "0";
homingCount = "0";
Desc = "\nWelcome back to the Bank!";
destination = "BankSpawn";
};
new Marker(ATLSpawn) {
position = "-546.054 112.086 223.904";
rotation = "1 0 0 0";
rotation = "0 0 -1 90";
scale = "1 1 1";
seqNum = "0";
msToNext = "1000";

View file

@ -33,6 +33,7 @@ function BankTeleporter::onCollision(%data, %obj, %collider) {
// Teleporters are generally one way in Skill Sector
// Teleporter entities are linked to 'spawn point' objects
echo("BankTeleporter collision: " @ %obj @ " and collider: " @ %collider);
echo("Banker: " @ %obj.desc);
if (%obj.disabled) {
messageClient(%collider.client, 'MsgStationDenied', '\c2Teleporter is recharging please stand by. ~wfx/powered/nexus_deny.wav');
return;
@ -49,6 +50,11 @@ function BankTeleporter::onCollision(%data, %obj, %collider) {
%data.sparkEmitter(%obj);
%data.schedule(1500, "teleportout", %obj, %collider);
%data.schedule(3000, "teleportingDone", %obj, %collider);
if (%obj.desc !$= "") {
echo("isObject passed");
echo(%obj.desc);
centerprint(%collider.client, %obj.desc, 5, 3);
}
}
function BankTeleporter::teleportOut(%data, %obj, %player) {
@ -116,7 +122,7 @@ function BankTeleporter::teleportOut(%data, %obj, %player) {
function BankTeleporter::teleportIn(%data, %player) {
messageClient(%collider.client, 'MsgTeleportStart', '\c2Teleport to '@ %data.destination @' complete! ~wfx/powered/nexus_idle.wav');
%data.sparkEmitter(%player); // z0dd - ZOD, 4/24/02. teleport sparkles
%player.startFade(1000, 0, false );
%player.startFade(1000, 0, false);
%player.playAudio($PlaySound, StationVehicleDeactivateSound);
}