Open picobyte opened 4 years ago
I like this idea, and it could make for some fun puzzle or maze like areas. I pushed a change to allow triggers to fire repeatedly to support this.
This is pretty straightforward to do right now. Just create an OnPlayerEnter
trigger at the desired location and hook it up with an on_activate
with fire_script
. In the script, use the teleport_to
on the parent
who triggered the script. You can put whatever prop / tile in the trigger's space (or not) if you want to show it.
We do something quite similar right now in a number of places in the campaign:
Example:
Trigger definition: https://github.com/Grokmoo/sulis/blob/ed8540116f75ce548c39770b4c379e63dc423bcb/campaigns/twin_expanse_act2/areas/blazing_road_exit.yml#L81
Script (locks view, waits 2 seconds, then teleports the entire party): https://github.com/Grokmoo/sulis/blob/ed8540116f75ce548c39770b4c379e63dc423bcb/campaigns/twin_expanse_act2/scripts/oasis.lua#L137
Allow for squares, the player can step on, that cause teleportation. Two kinds: a teleportation that is unrecognizable by the square used, and another kind that is recognizable.