Problem with cave teleport

04/11/2019 09:01 devdash#1
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this teleport, how can i move it or remove it or making it invisible

i tried to delete all the RefNest, and it still showup and working aswell, so its not linked with RefNest, ...
i have been trying to remove it for over a year now, and i will really appreciate the help, btw its possible..


thanks in advance.
04/11/2019 21:06 $WeGs#2
Teleport never been related to RefNest !

Refobjcommon (database side) you could find X , y,z and region id of teleport
refteleportbuilding or smth like that ( client side )
04/11/2019 22:06 devdash#3
Quote:
Originally Posted by $WeGs View Post
Teleport never been related to RefNest !

Refobjcommon (database side) you could find X , y,z and region id of teleport
refteleportbuilding or smth like that ( client side )
i have deleted all the lines from teleportbuilding.txt
and the teleport still exist and its working perfectly aswell, so teleportbuilding.txt has no affect on it

where else could be ?
04/11/2019 22:49 $WeGs#4
Quote:
Originally Posted by alydandy View Post
i have deleted all the lines from teleportbuilding.txt
and the teleport still exist and its working perfectly aswell, so teleportbuilding.txt has no affect on it

where else could be ?


Well, i've checked it, it's not related to refobjcommon , it's diff then other teleports.

you can disable the teleport its self (not the effect) from _refteleport/reftelelink

GATE_DUNGEON_DH_OUT
GATE_DUNGEON_DH_IN

The effect might be built in Map it's self, you could check that using the map editor

--edit

Import these files into your Data.pk2 and let me know the result (maybe take a backup of your Data.pk2)

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04/11/2019 23:26 devdash#5
Quote:
Originally Posted by $WeGs View Post
Well, i've checked it, it's not related to refobjcommon , it's diff then other teleports.

you can disable the teleport its self (not the effect) from _refteleport/reftelelink

GATE_DUNGEON_DH_OUT
GATE_DUNGEON_DH_IN

The effect might be built in Map it's self, you could check that using the map editor

--edit

Import these files into your Data.pk2 and let me know the result (maybe take a backup of your Data.pk2)

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the teleports effect still showup, and its working perfectly aswell still....
04/11/2019 23:38 $WeGs#6
as i said "The effect might be built in Map it's self, you could check that using the map editor"
04/11/2019 23:48 VeRo!#7
The teleport it self cannot be moved as i think, it can just be disabled.
04/12/2019 00:22 DaxterSoul#8
Quote:
Originally Posted by $WeGs View Post
Import these files into your Data.pk2 and let me know the result (maybe take a backup of your Data.pk2)

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I don't think cleaning the dungeon from spider webs is going to help disabling the teleporter effect :p

The effect (system\system_dungeonpotal.efp) is defined as a ModDataParticle config in:
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
You might want to play around with your favorite hex editor and change some 1s and 0s. I think that's enough hints for now.

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04/12/2019 01:38 $WeGs#9
Quote:
Originally Posted by DaxterSoul View Post
I don't think cleaning the dungeon from spider webs is going to help disabling the teleporter effect :p

The effect (system\system_dungeonpotal.efp) is defined as a ModDataParticle config in:
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
You might want to play around with your favorite hex editor and change some 1s and 0s. I think that's enough hints for now.

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You made me a fool xD

Well, i took your advice
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04/12/2019 14:35 devdash#10
Quote:
Originally Posted by $WeGs View Post
You made me a fool xD

Well, i took your advice
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its working now downhang teleport is invisible, how did u made it ? so i can do the same for

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thanks in advance...

i tried to understand the .bak u made, but no success
04/12/2019 15:44 $WeGs#11
Quote:
Originally Posted by alydandy View Post
its working now downhang teleport is invisible, how did u made it ? so i can do the same for

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thanks in advance...

i tried to understand the .bak u made, but no success
i only followed DaxterSoul reply and this one [Only registered and activated users can see links. Click Here To Register...]

Quote:
Originally Posted by DaxterSoul View Post
The effect (system\system_dungeonpotal.efp) is defined as a ModDataParticle config in:
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
You might want to play around with your favorite hex editor and change some 1s and 0s. I think that's enough hints for now.
04/12/2019 20:43 devdash#12
okay now i know how to make it invisible, but how can i know the name of the file ? that on this image
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04/13/2019 03:22 #HB#13
Look at these names and you'll find out!
Code:
Entrance: res\bldg\china\dunhuang\buildings\w_cd_dondunenter.bsr
Exit: res\dun\wchina\donhwang_cv\floor_1\entroom.bsr
04/13/2019 10:41 devdash#14
thanks for all the answers i really appreciate it <3 and i really wish the best wishes for your projects guys

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