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I assume you have constraints in there to prevent the user from accidentally place 2 resurrection rooms?
The funny thing is: There is no concept of a "resurrection room". All that is happening is a clever combination of a death-trigger and adding health again together with a transportation. I haven't tried it, though I suspect putting several death triggers in a level would simply have the engine execute them one by one. The order might be undefined though.Thinking about this, if you indeed wanted to have several resurrection chambers in one level, say, per "section" for instance, you could do this. By assigning each corresponding transportation with a condition that checks a certain variable. That variable is then updated whenever the character enters the first tile of a section. (I mean the same trigger type that is used for the transporter for instance; Or for turning off the "online" help when passing the first keypad.)This way: If character dies in section A, transport to chamber A; If character enters section B, mark chamber B as the new target. and so on....or were you after something different? I could create a separate mod-example for this section concept, any ideas for a narrative?
I know this is an older thread but the UI has since changed on the editor and there are things the video series and the editor documentation doesn't cover. Considering writing my own tutorial, though not sure how well it would turn out