View Full Version : Teleporting enemies

your evil twin
25-03-2005, 03:59 PM
Enemies have been really improved with the new run-and-gun feature, allowing them to chasse you and attack at the same time... but how about if enemies have the ability to use teleporters? So that if you escape from enemies by running into a teleport portal, they can follow you and use the teleporter too?

This would also allow friendly characters to follow the team through a teleport portal, without faking it using scripted sequences.

So, basically, if a monster (enemy or friendly) is following someone, and that someone 'disapears', they will run to the last place that person was, and if there is a teleporter there, the teleporter will teleport monsters as well as players.

27-03-2005, 04:56 AM
But imagine the telekills from npcs!


On the same line of telekills what if a player telekilled a vital npc? That makes the whole idea a big no-no in my mind. Maybe forcing the npc to run away from the teleporter exit immediately would help this, but theres still the chance theyre gonna get telekilled

27-03-2005, 05:56 AM
Simply add a delay to the teleporters and no one would get telefragged.

27-03-2005, 08:14 AM
The delay could work I suppose.

Maybe it could be a setting controlled by the mapper really, since it would be the mapper who chooses if npcs are gonna use the teleporters