Sploder Archives > Unfinished Projects

How to create a Polygon Mechanism

Mechanism G:
What are polygon mechanisms? Why would you need one? How can I efficiently use one that doesn't horribly lag the creator? These are all major questions when it comes to using polygon mechanisms.

Polygon mechanisms are just that, mechanisms. They enable a shooter creator to create trap doors, shifting mazes, puzzles...basically anything that someone can think of. Polygon mechanisms are widely used in many featured shooter games nowadays and will continue to be a major part of games to come.

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How to create one? That can be simple or difficult, depending on what you want the mechanism to do. In this thread, I will be showing how to create a simple one. If enough of you inquire, I can do more complicated ones like memory locks, disruptor locks and revolving polygons.

We will start with a simple template. All mechanisms should be 2 wide corridors. 2 wide is very important. Any narrower or wider and the mechanism is rendered useless. The length of the mechanism depends on how many polygons you will be using. I will be using only one.



Now that you have the template, you will need to add 2 teleporters of the same type to both sides.



Once you have added the 2 teleporters, you will need to add a wingman, heavy ally, or an ally robot. It is crucial that you do not use the touch to activate allies.



With the ally added, you can now add the switch polygons. The first switch polygon is the trigger polygon. When triggered, it will start and stop the mechanism. This will come in handy later when a player needs to turn off the mechanism to reduce lag. It will be an invisible line with a box on the side so that it can be re-clicked if needed.



Now that the trigger polygon is added, we can add the pushers. These pushers will push the ally from teleporter to teleporter. This is what makes the mechanism a mechanism. The repeated action creates a constant turning on and off effect, which is what we want.



Now, the final bit. A final switch polygon will be added for a narrow corridor. When activated, this polygon will constantly turn on and off, making it much harder to get pass the corridor. The trigger switches will need to be placed on each side of the corridor (You can opt out of using the orange switch if you so desire). The final polygon will be placed inbetween the two.



With all the pieces in place, we now have to time the mechanism. The green switch will come right after the invisible wall. This will make it so that the mechanism activates when stepping on the green trigger switch. The orange switch will be placed on the first teleporter to ensure that there is enough delay between opening and closing.



That's it! The mechanism is complete. What you use it for is up to you. There are much more complicated mechanisms out there, but that is for another time.

Mechanism G:
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Mechanism G:
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Mechanism G:
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