corridors are no good idea if you have a full view around, except you want to do some complicated stuff (the Space around the Landing Platform is considered as skybox (even the Ship the Player is currently on), therefore the parts of the Platform and the corridors are always visible, even if they should be hidden by the geometry) - that approach will look weird.Litauen wrote:1. Long corridor as in station - easy to make, poor immersion, because short corridor feels bad on huge ship, long corridor - too boring to use every time
2. Stairs + corridor - lame
3. Working elevator as in some levels which you need to press - super lame, looks crappy
4. Elevator with magic button which would teleport player to the bridge - button is easy, teleportation - no idea how to make it happen, great immersion (maybe I can play some video during 'teleportation' also)
I searched through basic and md functions but could not find a way to move player from one place to another on the same station/platform. Some pointers from devs would help.
additionally you have to make it individually for each and every Ship, which is much work..
i would use approach 3 or 4 (or a combination of both) - or for the beginning add the Bridge as second Landing Platform on every ship, because the Platform replacement is weird on Rahanas-Line Ships
for how to teleport the player: i think <warp object="player.entity" zone="$room" /> could work (or alternatively experiment with <add_actor_to_platform />), if we find out how to get a specific Room in a variable. problem there is that they dont exist if not needed..
here how they got a room/dock in the Plot as reference:
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<find_dock_location name="$DV_CanteranSec__Home_Station_Dock" container="$DV_CanteranSec__Home_Station" freemissionactorslot="true" required="true"/>
<set_value name="$DV_CanteranSec__Home_Station_Dock_Component" exact="$DV_CanteranSec__Home_Station_Dock.component"/>