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Old 2 Weeks Ago   #11 (permalink)
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rather than randomness, if placed correctly only one teleporte will be active. If merged with a block in different directions, and the sender placed on it's side, the recievers would work depending on the direction of entry.
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Old 2 Weeks Ago   #12 (permalink)
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You want all the people to come out the same area, or different?

If not
[Sender]
[recieve]...............................[recieve]
[revieve]...............................[recieve]

[Battlefield or central area]

[recieve]...............................[recieve]
[revieve]...............................[recieve]
[sender]

Everyone will be sent out different exits

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Old 2 Weeks Ago   #13 (permalink)
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I appreciate the help you guys are giving me, but there are 4 separate areas, or battlefields. I need the two teams to all go to one of randomly selected areas, and when they go through the teleporter for that round, both teams are sent to the same area, using different sender nodes.

Seaboro: I tried what you did with the extra objects, and nothing noticeable happened. I might try it in Custom Games, if you guys say Forge and CG work differently.
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Old 2 Weeks Ago   #14 (permalink)
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Quote:
Originally Posted by cory21 View Post
I appreciate the help you guys are giving me, but there are 4 separate areas, or battlefields. I need the two teams to all go to one of randomly selected areas, and when they go through the teleporter for that round, both teams are sent to the same area, using different sender nodes.

Seaboro: I tried what you did with the extra objects, and nothing noticeable happened. I might try it in Custom Games, if you guys say Forge and CG work differently.
All the bridges are set not to spawn, the run time mimimum is three, and theres like, twenty bridges? I have no idea why it's not working for you..

Four areas, four teleporters each. The only way to have 16 reciever nodes is if you use two-way nodes, or do you have some other plan?

And, customs and forge are generally the same, same physics. There are some small differences, but the effects of randomization is not one of them.

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Old 2 Weeks Ago   #15 (permalink)
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well here is a complicated way. make the four areas with two recievers per. then have all of team 1's on channel 0 and team 2's as channel 1. then there is the hard part. cover up all 8 recievers with explosives and connect all the explosives in each area. finally make a spinning grav lift and have a fusion coil spawn above it and wherever area the fusion coil falls into via spinning grav lift will be unblocked




send me message if you need help making spinning grav lift.
EDIT:i forgot to put explosives in diagram, well they would be on the recievers and connecting the recievers so one falling fusion coil will unblock both. red=fusion coil




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Last edited by Orange; 2 Weeks Ago at 01:47 AM.
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Old 2 Weeks Ago   #16 (permalink)
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orange: This will work in the same way every time eleminating the randomness. I have no idea how you plan to make a spinning gravlift, please explain since this sounds usefull.

There is actually a serious difference in customs and forge. Forge has a highly increased lag, for two people even higher than a big team social match. This is why overloading works, and many items that interact with a player's movement (gravlifts, boundaries, guardians, teleporters) will have an entirely different reaction in customs versus forge. Always test things in customs.
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Old 2 Weeks Ago   #17 (permalink)
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put as many teleporters down as possible and set as many of the blockers down as possible. The more numbers should equal more random.
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Old 2 Weeks Ago   #18 (permalink)
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It may work and be different every time, but what I would do is make the grav lift not spawn for 10s and haveit instant respawn as it wil be milliseconds different from the last thus effecting it to be random




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