Run! (Or Not)
Author | Studiozero |
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Tags | author:studiozero cool easy fun n-art race unrated |
Created | 2011-01-06 |
Last Modified | 2011-01-06 |
Rating | 5 more votes required for a rating. |
Map Data | |
Description | This is it... |
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2011-01-06
How to make teleporters
I couldnt find out how to send a private message to you, but you'll see this.
So basically, a teleporter is not technically a teleporter. What it's really doing is making you go so fast the game can't detect a collision with anything, exept for another launch pad. to do this, in editor delete the launch pad you want to make a teleporter, then put in a new one. this will make it so that specific launch pad is at the end of the level data. then, return to debug menu. look at the data, and at the very end there should be something that looks like this : 2^372,576,0,-1 (the second and third number change, so they don't have to be the same)
You then change the very last number to something like 8. (This depends, you might need to experement with the exact number) DONT CHANGE THE SIGN!! if it has a negative sign, leave it there. then, once you've done that, click L to load the changed data.
if you havent made any launch pads at the other end of the level, put them in. now test the level!
PS: i recomend puting a chimney or pipe that you have to go down to get to the teleporter. this prevents accidentaly using it at weird angles.
So basically, a teleporter is not technically a teleporter. What it's really doing is making you go so fast the game can't detect a collision with anything, exept for another launch pad. to do this, in editor delete the launch pad you want to make a teleporter, then put in a new one. this will make it so that specific launch pad is at the end of the level data. then, return to debug menu. look at the data, and at the very end there should be something that looks like this : 2^372,576,0,-1 (the second and third number change, so they don't have to be the same)
You then change the very last number to something like 8. (This depends, you might need to experement with the exact number) DONT CHANGE THE SIGN!! if it has a negative sign, leave it there. then, once you've done that, click L to load the changed data.
if you havent made any launch pads at the other end of the level, put them in. now test the level!
PS: i recomend puting a chimney or pipe that you have to go down to get to the teleporter. this prevents accidentaly using it at weird angles.
2011-01-06
Interesting idea.
Have an AGD:
Demo Data |
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2011-01-06
Studiozero
Thank you