Let's see (as biography) how goes with paths and relations with Translocator...
Small snippet - TranslocDest actor managing to work or to drop routing based on a simple check.
Code: Select all
class TranslocDest extends LiftCenter;
...
if ( Level.Game.IsA('DeathMatchPlus') && DeathMatchPlus(Level.Game).bUseTranslocator && (Region.Zone.ZoneGravity.Z < 0.9 * Region.Zone.Default.ZoneGravity.Z) )
return;
Here we can alter in an early stage this "bUseTranslocator"... but you have to take in account mods that are forcing something else as a subsequent Translocator. In such case is need a timed check and... removing from Inventory such thing + destroying any future potential appearance (WoodenBox stuff, DropWhenKilled, etc.).
More to say, map's design might be done for preventing any help of such thing. Simple geometry, doors locked correctly, no top areas like in some "Purgatorium" map that make mods with dumb jumping features to be rushed straight at end which... is ACTIVE (any reason ?).