PrinceOfFunky wrote:The problem is that you cannot distinguish between a teleport that brings you to another teleport or to a map, even if for this last one the teleport URL may have a hashtag to specify the teleport from which to spawn in the next map, but indeed it "may".
Objection here. See stock source code of Engine.Teleporter:
Code: Select all
// Teleporter was touched by an actor.
simulated function Touch( actor Other ) {
...
if ( !bEnabled )
return;
if( Other.bCanTeleport && Other.PreTeleport(Self)==false ) {
if( (InStr( URL, "/" ) >= 0) || (InStr( URL, "#" ) >= 0) ) {
// Teleport to a level on the net.
if( (Role == ROLE_Authority) && (PlayerPawn(Other) != None) )
Level.Game.SendPlayer(PlayerPawn(Other), URL);
}
else {
// Teleport to a random teleporter in this local level, if more than one pick random.
...
PrinceOfFunky wrote:you can turn the teleports to rotate continuously
Engine.Teleporter has bStatic=True. So I guess rotation is not possible.
Aldebaran wrote:Is there a value I can set to make these teleporter-logos visible with my mutator?
If changing bVisible to TRUE does not work, spawn an special visible Actor on the same location.
BTW: why do SHOWALL does not show Teleporters and Triggers on clients in net play?