I've started work on a Holdout map, and as such have created a small and simple test map to better learn and understand how the kismet logic works. I'm really not good with math and logic, so it's a bit of a chore and more confusing than I'd like.
I have my test map working just fine, except that the teleportation during trader waves will ONLY work by dropping players down a 'free fall' tunnel as in The Descent. My hopes was to be able to for example open a door into a dark chamber, and have players teleport as soon as they step inside instead of having to fall down a shaft, but all attempts at this so far have failed.
I assume this is because the teleportation logic is designed to trigger "when not inside volume" instead of "when touching volume". Which again doesn't quite make sense as you seem to get teleported before ever even reaching the end of the volume. It's almost as if it is based on x amount of distance moved inside the volume before teleportation triggers, but I can see no Kismet indication of this anywhere. Any insights?
I have my test map working just fine, except that the teleportation during trader waves will ONLY work by dropping players down a 'free fall' tunnel as in The Descent. My hopes was to be able to for example open a door into a dark chamber, and have players teleport as soon as they step inside instead of having to fall down a shaft, but all attempts at this so far have failed.
I assume this is because the teleportation logic is designed to trigger "when not inside volume" instead of "when touching volume". Which again doesn't quite make sense as you seem to get teleported before ever even reaching the end of the volume. It's almost as if it is based on x amount of distance moved inside the volume before teleportation triggers, but I can see no Kismet indication of this anywhere. Any insights?