Just wanted to share: I had the exact issue. I started trying previous versions of 0-SCore and found the "PortalTest" version of 0-SCore, instead of the latest, allowed the portals to work for me. Sometimes the timing of teleporting and cut screen are off (i.e. I teleport and then see the cut screen) but it does work now. Hope this helps.@Guppycur Thank you for all your contributions.
This is what I have done so far,
Using the mod launcher I have created a vanilla install
I have downloaded the latest 0-SCore from the github and added it to the mods folder
I have added your mod to the mods folder
I launch the game to the pregen10k map and place down portals across the road from each other similar to your video.
I have named each set one, two, three etc (matching the set)
so it shows connected and when I point to them it says teleport to (one) but there is no animation and no teleport.
when I close the game and open it back up all the portals say invalid location in the name field.
thanks again ahead of time
The latest SCore doesn't work for me Gup...same as before.Please update to the latest SCore, it has the fixes as well as some new features to implement.
These can now be placed in POI's and the code will search your generated world to find the POI, and then teleport you to that location. Currently (and probably forever) it will tele you to the first one it finds on the list, wherever that may be.
You have to do some xml work to set this up but the examples will be in the blocks.xml in the Score/configs folder.
vonerich said:The latest SCore doesn't work for me Gup...same as before.
Sorry Gup and MageJosh, I'm working as well; however, I should have looked at the .xml as I wasn't aware each portal is configured differently. I may not be able to look into this until the weekend, but I will let you know if this is the issue.So there's four of us working on this.
Sphereii, who just does the coding for SCore, then me, MageJosh and PipeMac are doing the actual testing. It's working for us, can you post the log again?
Also, the xml's for the portals that aren't working for you? (Not sure if you've edited them to fit your needs or if you're trying them straight out of the box).
IF you're using them "straight out of the box", you'll definitely want to see how each one is configured and how to configure them. Check the blocks.xml in SCore/Config (near the bottom) for samples. Some require buffs, some require electricity, some are destination only, some are placed in a poi, some require some combo of the above.
It may just be that my blocks.xml isn't configured in a way you'd expect them to be. I hesitate on adding "samples" because SCore already does, so I've got them set up how *I* would use them, if that makes sense, because I can't guess how others would use them.
Hell it's also possible I haven't updated my git with the new properties, I dunno. Unfortunately I'm stuck working a bit and can't really muck around with it, but ultimately I won't know what configuration people would want anyway.
I suppose for the purpose of *this mod*, I can make variants and name them appropriately, like requiresPowerPortal01, requireBuffPortal01, destinationOnlyPortal01, etc...
Thoughts?
Hey, I was able to get out of work early today. Here is my situation...I'm using alpha 20.5 (b2), version 1.0 of your mod, and the latest version of Sphereii 0-SCore:Oh sweet, yeh no worries. It turned into a complicated little mod with a lot of scope creep coming from the three of us and Sphereii just doing what we asked.
I had one thing in mind, Josh another, Piper another. Lol.
Once it's "settled" (I think it may be to that point but I'm not sure if all of Piper's stuff is working correctly) it'll deserve another instruction video.