Hello forum!
I've been playing around with hoik tracks and mounts in order to create a hoik teleportation hub to teleport the player to different slime invulnerability spots around my map.
It turns out that while mounted, hoiks work in quite different ways (mostly I guess because the player sprite is obviously different). This poses A LOT of difficulties and differences in relation to regular hoik systems.
I will post my findings in this thread, that others may benefit without having to go through extensive testing.
(DISCLAIMER: All my tests have been done with the slime mount, and only the slime mount so far, as my end goal regards that mount.)
My first goal was to create a simple pressure plate hoik track where you could control which plates got pressed on each pass. This proved problematic as the mounted sprite seems to activate pressure plates despite being hoiked to the roof:
In order to create a selective track, I decided to mix different "hoik intervals" (different hoiks push you a different number of tiles to the side in a horizontal hoik system). I found that roof hoiks could push you 3 or 4 tiles depending on their frequency.
Using this, with A LOT of testing, I managed to create a selective hoik track:
This track allows the toggle between outputs on the red wires and output on the blue wires. In the current state it's the blue wires which get activated on each pass. By flipping the switch on top, the red wires will activate instead.
This is the most compact build possible using this hoik setup. Any further compressing unfortunately makes the system unreliable.
(I hereby assign a challenge to find a more compact version, seeing as compactness often is a goal!).
The next step in my process was to enable these tracks to activate a teleporter for the mounted player, to exit the track into a slime invul-machine and, equally important, be able to enter the track again at the same teleporter. This proved quite the challenge (try it out for yourselves!) and the only solution I've come up with so far is one using TEdit magic:
This mechanic allows for two optionts:
(current state): mounting the slime in the leftmost chamber, flipping the switch to enter the track, passing through the hoik system pressing both blue wires and thereby keeping the actuation state of the hoik teeth, and exit the track at the rightmost teleporter.
(activated state (by flipping the switch on the top)): mounting the slime in the leftmost chamber, flipping the switch to enter the track, entering the hoik system activating ONLY the red wire and thereby exiting the track into the slime invul-machine below. By flipping the switch in said machine the player is then teleported into the track again, pushing the rightmost blue wire as they pass (actuating and thereby disabling the hoik teeth) and then exiting the track.
Now... This solution is neither particularly pretty, compact nor "legit" (as it uses TEdit magic for both teleporters). Is there anyone who has found a better option?
I've been playing around with hoik tracks and mounts in order to create a hoik teleportation hub to teleport the player to different slime invulnerability spots around my map.
It turns out that while mounted, hoiks work in quite different ways (mostly I guess because the player sprite is obviously different). This poses A LOT of difficulties and differences in relation to regular hoik systems.
I will post my findings in this thread, that others may benefit without having to go through extensive testing.
(DISCLAIMER: All my tests have been done with the slime mount, and only the slime mount so far, as my end goal regards that mount.)
My first goal was to create a simple pressure plate hoik track where you could control which plates got pressed on each pass. This proved problematic as the mounted sprite seems to activate pressure plates despite being hoiked to the roof:
In order to create a selective track, I decided to mix different "hoik intervals" (different hoiks push you a different number of tiles to the side in a horizontal hoik system). I found that roof hoiks could push you 3 or 4 tiles depending on their frequency.
Using this, with A LOT of testing, I managed to create a selective hoik track:
This is the most compact build possible using this hoik setup. Any further compressing unfortunately makes the system unreliable.
(I hereby assign a challenge to find a more compact version, seeing as compactness often is a goal!).
The next step in my process was to enable these tracks to activate a teleporter for the mounted player, to exit the track into a slime invul-machine and, equally important, be able to enter the track again at the same teleporter. This proved quite the challenge (try it out for yourselves!) and the only solution I've come up with so far is one using TEdit magic:
(current state): mounting the slime in the leftmost chamber, flipping the switch to enter the track, passing through the hoik system pressing both blue wires and thereby keeping the actuation state of the hoik teeth, and exit the track at the rightmost teleporter.
(activated state (by flipping the switch on the top)): mounting the slime in the leftmost chamber, flipping the switch to enter the track, entering the hoik system activating ONLY the red wire and thereby exiting the track into the slime invul-machine below. By flipping the switch in said machine the player is then teleported into the track again, pushing the rightmost blue wire as they pass (actuating and thereby disabling the hoik teeth) and then exiting the track.
Now... This solution is neither particularly pretty, compact nor "legit" (as it uses TEdit magic for both teleporters). Is there anyone who has found a better option?