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Thread: Teleport to beginning of mission upon "death"

  1. #1
    New Member
    Registered: Nov 2020

    Teleport to beginning of mission upon "death"

    Hey!

    I've been thinking a lot about how to limit my saves through the creation of some set of rules, preventing me from just save-scumming all the time. Then, I realised something: How cool would it be to just return to the start of a mission, while keeping everything you did intact: collected loot, defeated enemies, opened doors/locks. This will make things like shortcuts feel really important and valuable. Now I'm wondering: how would I go about making a mod that sends you back to the start of a level whenever you lose all your health/fall into a bottomless pit? Like some kind of teleportation to the starting whenever this happens.

    It might sound like a niche idea, but I'd personally love to make something like this possible.

  2. #2
    Member
    Registered: Oct 2020
    Location: Russia
    Nice idea! I would rather prefer enemies left intact though. More like Dark Souls style.

  3. #3
    Member
    Registered: Apr 2021
    If you play blackjabbing everyone, and you ever had to run around a level after knocking everyone out because you need to complete something else, you know the feeling of boredoom you get. This would be the same, unless the level is specifically built with this in mind and there's shortcuts designed by the author. But for the vast majority of Fit would be a chore.

    Quote Originally Posted by Kamlorn View Post
    Nice idea! I would rather prefer enemies left intact though. More like Dark Souls style.
    Luckily we already have this mode! It's hidden under the "Restart" button after you die. And if you want bonfire-style saving, unbind your quicksave and only do hard saves under whatever rules you come up with.

  4. #4
    New Member
    Registered: Nov 2020
    Quote Originally Posted by Kamlorn View Post
    Nice idea! I would rather prefer enemies left intact though. More like Dark Souls style.
    Yeah, that'd be a tad more challenging. Makes a lot of sense!

    Quote Originally Posted by Kubrick View Post
    If you play blackjabbing everyone, and you ever had to run around a level after knocking everyone out because you need to complete something else, you know the feeling of boredoom you get. This would be the same, unless the level is specifically built with this in mind and there's shortcuts designed by the author. But for the vast majority of Fit would be a chore.

    Luckily we already have this mode! It's hidden under the "Restart" button after you die. And if you want bonfire-style saving, unbind your quicksave and only do hard saves under whatever rules you come up with.
    I don't really understand why you need to spread misinformation because you disagree with an idea...
    EDIT: I think I understand now. You forgot about shortcuts being a thing throughout Thief and how locked doors stay open, loot and items stay collected, etc.

  5. #5
    Member
    Registered: May 2017
    Location: USA
    Not sure if this could be implemented with a mod, but you could certainly implement something like this in DromEd if you wanted.


    Edit garrett's stim properties such that when he receives stims that would normally cause damage, they instead teleport him back to the starting point. This would teleport for even a single point health loss; if you wanted to wait until health was gone, this would be a little trickier. You could have the stims take away health AND increment a qvar keeping track of the health lost. Then once that qvar reaches a threshold (max health), you reset the qvar back to zero, give garrett his health back, and teleport.

  6. #6
    New Member
    Registered: Nov 2020
    Quote Originally Posted by trefoilknot View Post
    Not sure if this could be implemented with a mod, but you could certainly implement something like this in DromEd if you wanted.


    Edit garrett's stim properties such that when he receives stims that would normally cause damage, they instead teleport him back to the starting point. This would teleport for even a single point health loss; if you wanted to wait until health was gone, this would be a little trickier. You could have the stims take away health AND increment a qvar keeping track of the health lost. Then once that qvar reaches a threshold (max health), you reset the qvar back to zero, give garrett his health back, and teleport.
    That does sounds very interesting! Thanks a lot, I'll look into that.

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