Warp

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Warp
Build

N/A

Version

N/A

The warp command is similar to the teleport command, except that instead of immediately changing the user's location, it "slides" the user through the world to the new position. The warp command can only be used in the same world (i.e. you cannot warp the user to a different world).

Usage

warp [+/-]north/south coordinate[N/S] [+/-]east/west coordinate[E/W] [+/-][altitude A] [+/-][direction]

The warp command cannot be used with the create nor adone trigger.

N/S, E/W Coordinates

absolute

The north/south coordinate and east/west coordinate together specify the new location to warp to. The format of these coordinates are the same as how the current location is displayed in the browser title bar. The coordinates for a warp must always be specified.

relative

The coordinates can be made relative to the user's current position. To specify a relative coordinate, place a + or - character before it and omit the N/S/E/W character. If one coordinate is relative, all coordinates in the command must be relative or else the warp will be invalid.

altitude

The altitude argument specifies an optional new altitude. As with the coordinates, altitude is specified in units of 10 meters. The altitude argument must be terminated by the letter 'A' to distinguish it from the other arguments. It may also be made relative by placing a + or - in front.

direction

The direction argument specifies an optional new direction to face, in degrees. If omitted, the user remains facing the same direction as they were before the warp. A direction of 0 is facing directly North, 90 is facing West, 180 is facing South, and 270 is facing East. This argument may also be made relative by placing a + or - in front. Note that unlike the other arguments for warp, the new direction is applied immediately at the beginning of the warp, instead of progressively during the warp.

Gravity

Gravity is disabled during a warp but it will kick in immediately after the warp completes. When warping a user to a new altitude, you must keep in mind that they will begin falling immediately once they get there. If you are trying to warp them to an elevated surface, they often may not immediately load the ground or floor pieces required to keep them at the new elevation and will often "fall through" the floor before it has time to load. This can be a difficult problem to solve, but one thing you can try is warping them to an elevation that is well above the desired one, to increase the chances that the floor pieces will have loaded by the time they have fallen that far.

Object Collision

Object collision is disabled during most of the warp to prevent the user from colliding with objects and stopping before they reach the destination. However, object collision is re-enabled slightly before the warp completes. This is to allow the "chaining" together of multiple warp objects so that a user can be propelled along an extended path, such as for an amusement park ride or a transportation system such as a monorail.

Examples

bump warp 100n 100w 1.5a 180

When bumped this object will warp the user to the location 100N 100W, at 15 meters above the ground and facing directly South.

activate warp +0 +0 +10a

This creates on object that "shoots" the user 100 meters directly up from their current location when they click on it. If there are no objects 100 meters above to stop them, they will then fall back to the ground after the warp completes.

Object Scripting

Triggers: CreateBumpActivateAdoneAtCollideSdoneEnter ZoneExit Zone

Commands: AddforceAddtorqueAlpharefAnimateAstartAstopCameraColliderColltagColorCoronaEnviExamineFrameGroupLightLinkLockMatfxMediaMidiMoveNameNoiseOpacityPictureRotateSayScale SeqShadowShearSignSkewSkyboxSolidSoundTagTeleport / TeleportxTextureTimerURLVelocityVisibleWarpWeb nl:Commando:Warp