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Major changes to the Asgard Transporter #1

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viral32111 opened this issue Apr 2, 2020 · 0 comments
Open

Major changes to the Asgard Transporter #1

viral32111 opened this issue Apr 2, 2020 · 0 comments
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Enhancement An idea for a new feature or a modification to an existing feature. Medium Priority This issue is of slight importance.

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@viral32111
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Proposed changes

  • Remove the seperate origin X, Y, Z & destination X, Y, Z inputs.
  • Remove origin & destination vector inputs.
  • Remove teleport everything input.
  • Remove retrieve input.
  • Remove targets at origin & targets at destination output
  • Add origin array input (Origins [ARRAY], this array can either hold entities or vectors).
  • Add destination array input (Destinations [ARRAY], this array can only hold vectors).
  • Add required energy output.
  • Add an error code output.

Explanation

Currently there's no accurate way to only transport a specific entity when it's nearby to other entities, if you set the teleport everything input to 1 then all surrounding entities will also be teleported and end up relative to the origin/destination position. The only specfic entity teleportation that exists right now is for players, when teleport everything is set to 0.

If the origin array input contains a single vector and the destination array input contains a single vector, then the teleportation will act the same as it did before by teleporting all surrounding entities of the origin position to the destination position, while keeping positions relative relative of course.

If the origin array input contains one or more entities and the destination array input contains an equivalent amount of vectors, then all entities will be teleported to their corresponding index in the destination array.

If the origin array input contains one or more entities and the destination array input contains a single vector, then all origin entities will be transported to the same location with no relative positioning accounted for.

If all of this is implemented successfully, then the teleport everything input shouldn't be required anymore.

The seperate origin and destination X, Y, Z aren't needed, players who are using the Asgard Transporter and Wiremod to this extent should have a fair understanding of how to use vectors. If not, they can always use the Wiremod compose gate (takes an XYZ input and turns it into a vector, simple).

The error code output will be used to determine what went wrong (if applicable) when a transport was attempted, examples include:

  1. Not enough power to transport.
  2. No origin entities/positions were specified.
  3. No destination positions were specified.
  4. Values in origin and destination inputs are not equivalent.
  5. Destination position is outside of the world.
@viral32111 viral32111 added the Enhancement An idea for a new feature or a modification to an existing feature. label Apr 2, 2020
@viral32111 viral32111 added this to Planned in New Features Apr 2, 2020
@viral32111 viral32111 added the Medium Priority This issue is of slight importance. label Apr 2, 2020
@viral32111 viral32111 self-assigned this Apr 9, 2020
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Labels
Enhancement An idea for a new feature or a modification to an existing feature. Medium Priority This issue is of slight importance.
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