
Silent Hill 2 type teleporting door mechanic in LOTD?
- The_Nolster
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Silent Hill 2 type teleporting door mechanic in LOTD?
Post #1 » 2 months 2 weeks ago (18 Jul 2023, 01:55)
can anyone help? I am trying to make a silent hill 2 teleporting door system for a mod I'm developing throughout college but I am struggling a bit. What I've been trying to do is have two teleporters be bound to a UseTrigger but it doesn't seem like they are event-binding to each other. Any thoughts on an easier way to achieve this effect? I would also need a quick fade in and fade out moving the person to the other end of the door. 

- The_Nolster
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Re: Silent Hill 2 type teleporting door mechanic in LOTD?
Post #2 » 2 months 2 weeks ago (18 Jul 2023, 06:39)
Could changing the teleporter script from a "Trigger" to a "UsedBy" allow it to be toggled by a button press? I am very iffy on changing the code on anything so let me know any thoughts! 

- makemeunreal
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Re: Silent Hill 2 type teleporting door mechanic in LOTD?
Post #3 » 2 months 1 week ago (22 Jul 2023, 08:32)
Hey!
There's a practical way one could achieve something like that. There could be a zone behind the door that's gravity forces the player through.
The black-light transition could be done by clever texture work or actual lights.
There's a practical way one could achieve something like that. There could be a zone behind the door that's gravity forces the player through.
The black-light transition could be done by clever texture work or actual lights.
- The_Nolster
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Re: Silent Hill 2 type teleporting door mechanic in LOTD?
Post #4 » 2 months 12 hours ago (01 Aug 2023, 00:02)
Can zones be activated through a button press? Because my main problem is I want the Action key to activate the door. Would this still work? I am currently in the process of just coding a new type of teleporter that would activate with a button press.makemeunreal wrote: ↑22 Jul 2023, 08:32 Hey!
There's a practical way one could achieve something like that. There could be a zone behind the door that's gravity forces the player through.
The black-light transition could be done by clever texture work or actual lights.
Re: Silent Hill 2 type teleporting door mechanic in LOTD?
Post #5 » 1 week 4 days ago (20 Sep 2023, 04:12)
theres a way you can achieve this,
use ScriptedTrigger
Actor -> Keypoint -> AIScript -> ScriptedSquence -> ScriptedTrigger
and set like this : remember set ControllerClass to ScriptedTriggerController
when you open the door ,it will first teleport player to the destination
then quick play a Cinematic movie(you wont see teleportation process)
fade in/out effect is invalid in scriptedTrigger,but you can use cinematic movie to do it create a matinee movie, then create 2 actions, 2 actions use the same interpolation point.
create 2 sub actions in the first action:
Orientation : CamOrientaion <Interpolate>
Fade :make sure the bFadeOut is Ture,Time Duration 0.25(suit yourself)
then its done,test it~
overview
use ScriptedTrigger
Actor -> Keypoint -> AIScript -> ScriptedSquence -> ScriptedTrigger
and set like this : remember set ControllerClass to ScriptedTriggerController
when you open the door ,it will first teleport player to the destination
then quick play a Cinematic movie(you wont see teleportation process)
fade in/out effect is invalid in scriptedTrigger,but you can use cinematic movie to do it create a matinee movie, then create 2 actions, 2 actions use the same interpolation point.
create 2 sub actions in the first action:
Orientation : CamOrientaion <Interpolate>
Fade :make sure the bFadeOut is Ture,Time Duration 0.25(suit yourself)
then its done,test it~
overview
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- The_Nolster
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Re: Silent Hill 2 type teleporting door mechanic in LOTD?
Post #6 » 1 week 2 days ago (21 Sep 2023, 16:18)
This is perfect for what I need! What is the Key actor you have in front of the door? I am assuming that is what is triggering the teleport and movie when you do an action press on it. If you could also send over the test map for this that would be sick, I usually am okay with triggers in Source/Goldsrc so this is all different for me. But for doors in LOTD I just use the DOTZDoor Actor. How would you tell the door that when it is being opened to trigger the sequence?sjc26 wrote: ↑20 Sep 2023, 04:12 theres a way you can achieve this,
use ScriptedTrigger
Actor -> Keypoint -> AIScript -> ScriptedSquence -> ScriptedTrigger
and set like this :
scriptedtrigger.jpg
remember set ControllerClass to ScriptedTriggerController
when you open the door ,it will first teleport player to the destination
then quick play a Cinematic movie(you wont see teleportation process)
fade in/out effect is invalid in scriptedTrigger,but you can use cinematic movie to do it
cinematic1.jpg
create a matinee movie, then create 2 actions, 2 actions use the same interpolation point.
create 2 sub actions in the first action:
Orientation : CamOrientaion <Interpolate>
Fade :make sure the bFadeOut is Ture,Time Duration 0.25(suit yourself)
then its done,test it~
overview
1.jpg