Momentum Teleporters

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Emral
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Momentum Teleporters

Postby Emral » Tue Dec 15, 2020 4:04 am

https://drive.google.com/file/d/1_bvolq ... sp=sharing

Image

From one of the lategame Subzero Heroes levels.

This pack consists of 3 BGOs that, when the player begins to overlap with them, search for the closest BGO of the same ID and teleport the player to its position. The teleporter remembers the player's initial speed and re-applies it after the teleportation is over. This works across large distances and sections.

How to use:
local tele = require("teleportSpot")

Customizable:

tele.cooldown = 24 -- ticks between teleportations using bgos of the same id
tele.duration = 0.75 -- length of the teleportation in seconds
tele.teleportBGOIDs = {751, 752, 753} -- ids that act as teleporters

Someone
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Re: Momentum Teleporters

Postby Someone » Tue Dec 15, 2020 2:57 pm

This is just... perfection.

Alucard648
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Re: Momentum Teleporters

Postby Alucard648 » Wed Dec 16, 2020 10:00 am

Speedy things come in, speedy things, come out.

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Re: Momentum Teleporters

Postby Soronexle » Sat Jul 24, 2021 10:03 am

This is amazing. This can be used for all sorts of things on the technical level!

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Re: Momentum Teleporters

Postby Soronexle » Fri Jul 30, 2021 1:46 pm

Question. I tried putting a momentum teleporter in my level, but it acted like a regular bgo when I tested it. Is there supposed to be a portal warp on it for the teleporters to work or am I missing something?

Wiimeiser
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Re: Momentum Teleporters

Postby Wiimeiser » Tue Aug 03, 2021 10:57 pm

Dark Soron wrote:
Fri Jul 30, 2021 1:46 pm
Question. I tried putting a momentum teleporter in my level, but it acted like a regular bgo when I tested it. Is there supposed to be a portal warp on it for the teleporters to work or am I missing something?
What are the IDs of the BGOs you're using?

Soronexle
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Re: Momentum Teleporters

Postby Soronexle » Wed Aug 04, 2021 10:45 pm

Wiimeiser wrote:
Tue Aug 03, 2021 10:57 pm
Dark Soron wrote:
Fri Jul 30, 2021 1:46 pm
Question. I tried putting a momentum teleporter in my level, but it acted like a regular bgo when I tested it. Is there supposed to be a portal warp on it for the teleporters to work or am I missing something?
What are the IDs of the BGOs you're using?
They are bgo 751, 752, and 753.

Wiimeiser
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Re: Momentum Teleporters

Postby Wiimeiser » Wed Aug 04, 2021 11:13 pm

Dark Soron wrote:
Wed Aug 04, 2021 10:45 pm
Wiimeiser wrote:
Tue Aug 03, 2021 10:57 pm
Dark Soron wrote:
Fri Jul 30, 2021 1:46 pm
Question. I tried putting a momentum teleporter in my level, but it acted like a regular bgo when I tested it. Is there supposed to be a portal warp on it for the teleporters to work or am I missing something?
What are the IDs of the BGOs you're using?
They are bgo 751, 752, and 753.
Those are the default IDs, so you shouldn't have to change anything in teleportspot.lua. Incidentally, you did copy teleportspot.lua over, right?

Soronexle
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Re: Momentum Teleporters

Postby Soronexle » Wed Aug 04, 2021 11:21 pm

Wiimeiser wrote:
Wed Aug 04, 2021 11:13 pm
Dark Soron wrote:
Wed Aug 04, 2021 10:45 pm
Wiimeiser wrote:
Tue Aug 03, 2021 10:57 pm


What are the IDs of the BGOs you're using?
They are bgo 751, 752, and 753.
Those are the default IDs, so you shouldn't have to change anything in teleportspot.lua. Incidentally, you did copy teleportspot.lua over, right?
Yes, I did copy over everything in the folder. Although, I recognize that teleportspot.lua has a capital S in it for some reason. Is that supposed to be there?

Wiimeiser
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Re: Momentum Teleporters

Postby Wiimeiser » Wed Aug 04, 2021 11:33 pm

Dark Soron wrote:
Wed Aug 04, 2021 11:21 pm
Yes, I did copy over everything in the folder. Although, I recognize that teleportspot.lua has a capital S in it for some reason. Is that supposed to be there?
It's there for me, and it all works for me. Try placing two of each and seeing what happens.

EDIT: Did you include local tele = require("teleportSpot") in your luna.lua?

Soronexle
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Re: Momentum Teleporters

Postby Soronexle » Wed Aug 04, 2021 11:37 pm

Wiimeiser wrote:
Wed Aug 04, 2021 11:33 pm
Dark Soron wrote:
Wed Aug 04, 2021 11:21 pm
Yes, I did copy over everything in the folder. Although, I recognize that teleportspot.lua has a capital S in it for some reason. Is that supposed to be there?
It's there for me, and it all works for me. Try placing two of each and seeing what happens.

EDIT: Did you include local tele = require("teleportSpot") in your luna.lua?
Just tried it, and nothing happens. It just acts like a normal bgo.

Added in 10 hours 27 minutes 45 seconds:
Wiimeiser wrote:
Wed Aug 04, 2021 11:33 pm
Dark Soron wrote:
Wed Aug 04, 2021 11:21 pm
Yes, I did copy over everything in the folder. Although, I recognize that teleportspot.lua has a capital S in it for some reason. Is that supposed to be there?
It's there for me, and it all works for me. Try placing two of each and seeing what happens.

EDIT: Did you include local tele = require("teleportSpot") in your luna.lua?
I just extracted the 7z again and... local tele = require("teleportSpot") wasn't in the zip at all.

(Edit) Nevermind, I got it! I didn't put the teleport code into the luna file of the level. I never did that before so that's a fault on my end. It works perfectly.

MarioChallengerX2
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Re: Momentum Teleporters

Postby MarioChallengerX2 » Fri Apr 28, 2023 3:30 pm

Okay, the same problem I encountered here like with Seta's Wormholes.

Why can't you hide these with layers or move them with layers without the fire effect still in the origin of the place?

Emral
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Re: Momentum Teleporters

Postby Emral » Fri Apr 28, 2023 7:44 pm

MarioChallengerX2 wrote:
Fri Apr 28, 2023 3:30 pm
Okay, the same problem I encountered here like with Seta's Wormholes.

Why can't you hide these with layers or move them with layers without the fire effect still in the origin of the place?
they were designed as static elements for transportation. feel free to mod in layer support


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