Trigger Transitions

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Trigger Transitions

Postby Doram » July 8th, 2011, 9:52 am

Ok. I came up with the idea, and I am calling it here: :ninja:

You may have heard that you can achieve a teleporting effect when using a trigger to activate a door (credit goes to Killswitch for that one). I take it one step further, and say that you can use this as a mobile mini-transition.

You can make your level, and wherever in the middle of your level, or better yet, overlapping a real transition or edge of the level, you can place one of these triggers and have the player transition wherever you want. The trick is that over a real transition, you need to make an item out of blocks and put it over the transition, extending 1/2 block into the approaching side, so that the player cannot actually touch and therefore trigger the real transition. The block will be masked by the 1/2 block that is taken off of the level on all sides and around transitions when the level is played, so it will look like it there is nothing there, mimicking a real transition. Then you put a box trigger in front of the block, and set the action to activate a door, and voila! Individually controlled Trigger Transitions.

You can make the effect even more convincing if you put a Time action before the Activate action and stop time by setting it to 0%. You also don't have to worry about starting time again, since it will automatically start after the player arrives at the destination.

This can be used for looping levels, put one on each end of the loop leading to the other end. This can be used in mazes to make some paths take you to other parts of the maze than where the transition shows they will go.

Limitations:
This works best when the door takes you across a real transition, and it works as described above. If your target destination is NOT on the other side of a real transition, you must also add a second trigger, placed over the destination, with an action to start time, and another action to turn on the Trigger Transition switch (reset it - so that you can go back through). This Same Screen Trigger Transition Combo is glitchy, though, as it will usually somehow forget to reset the switch or forget to restart time. Not sure what is causing the problem with this version, but I'm sure we'll root it out.



Picture Explanation



Example Level: Tricky Trigger Transitions

Code: Select all
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Last edited by Doram on July 8th, 2011, 7:08 pm, edited 5 times in total.
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Re: Trigger Transitions

Postby Blablob » July 8th, 2011, 10:50 am

For the record, the original teleportation trick was found by Killswitch.

Anyways, hurry up with that picture! (and maybe a code so we can see for ourselves how it works). This sounds like it could have a ton of potential. : D
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Re: Trigger Transitions

Postby JSlayerXero » July 8th, 2011, 11:48 am

Oh I see what you mean. This is very interesting indeed. :D Now we don't have to glitch it AND it goes both ways, unlike SM63. It would be a tad unrealistic though if you think about it as unless you have a trigger for every single pixel you'll always spawn on the ground.
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Re: Trigger Transitions

Postby Doram » July 8th, 2011, 6:47 pm

Edited first post.
Martin Luther King Jr. wrote:Man must evolve, for all human conflict, a method which rejects revenge, aggression, and retaliation.
The foundation of such a method is love.
More words from a wise man on activism, terrorism, violence, and peace
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