We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
I don't exactly know what you mean. But a simple 2-way teleporter works as follows:
Make 2 pairs of locations named "Enter" & "Inside" and "Exit" & "Outside"
Then place them as followed:
Outside Enter. Wall Exit. . Inside
____ . . ____. . || ____ . ,____
|. . .| . |. . .|. .|| |. . | . |. . .|
|___| . |___|. .|| |___| . |___|
. . . . . . . . . . .||
(Sorry for that crappy ASCII pic, but SEN doesn't allow multiple spaces, so I had to use dots. Try to ignore them.)
And make the following Triggers:
Teleported Players
Conditions:Current Player brings at least 1 unit to Enter
Actions:Move All [men] for Current Player at Enter to Inside
Preserve Trigger
Teleported Players
Conditions:Current Player brings at least 1 unit to Exit
Actions:Move All [men] for Current Player at Exit to Outside
Preserve Trigger
If you try to use less locations you would end up teleporting in (to exit) and teleport out instantly (or the next trigger loop).
An artist's depiction of an Extended Unit Death
Based off your fantastic lingo:
You need to use a switch or something to detect that you came from location C.
I'll use death counters as an example:
Current Player
Bring 1 men to location A
Modify deaths for Current Player: Set to 1 for Uraj Crystal
(Enter through location A actions)
Preserve Trigger
Current Player
Bring 1 men to location B
Current player has suffered 1 deaths of Uraj Crystal
(Leave through location A actions)
Modify deaths for Current Player: Set to 0 for Uraj Crystal
Preserve Trigger
--------------------------------------------------------------------------------------------------------------------------------------------------------
Current Player
Bring 1 men to location C
Modify deaths for Current Player: Set to 2 for Uraj Crystal
(Enter through location C actions)
Preserve Trigger
Current Player
Bring 1 men to location B
Current player has suffered 2 deaths of Uraj Crystal
(Leave through location C triggers)
Modify deaths for Current Player: Set to 0 for Uraj Crystal
Preserve Trigger
I used Uraj Crystal as an example; use a unit that you know won't be killed in your map
Post has been edited 5 time(s), last time on Oct 7 2007, 9:07 am by Roy.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Based off your fantastic lingo:
You need to use a switch or something to detect that you came from location C.
I'll use death counters as an example:
[...]
I used Uraj Crystal as an example; use a unit that you know won't be killed in your map
Oh sry, now I know what you were trying to do. Then you need 6 locations.
Ofc Roy's solution would work.
I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
I make this in another way. You just need to set a switch, if you used the door. (I will use death counts as well. you can use normal switches, too.)
Teleport from A tp B:
Current Player
Bring at least 1 men to location A
Current player has suffered exactly 0 deaths of Uraj Crystal
Modify deaths for Current Player: Set to 1 for Uraj Crystal
Move the units from location A to B
Preserve Trigger
Teleport from B to A:
Current Player
Bring at least 1 men to location B
Current player has suffered exactly 0 deaths of Uraj Crystal
Modify deaths for Current Player: Set to 1 for Uraj Crystal
Move the units from location B to A
Preserve Trigger
Reset the Teleport Switch:
Current Player
Bring exactly 0 men to location A
Bring exactly 0 men to location B
Current player has suffered exactly 1 deaths of Uraj Crystal
Modify deaths for Current Player: Set to 0 for Uraj Crystal
Preserve Trigger
You can disable the door with other values of Uraj Crystal death count.
An artist's depiction of an Extended Unit Death
That wouldn't work, because he wants to reuse location b for multiple doors, and in your example, location b will always give 1 death and send to location a...