Teleporters: Difference between revisions
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<!-- I think this image does not properly exemplify the "brushwork" considered in this tutorial. Consider replacing it with a more explicit image? --> | <!-- I think this image does not properly exemplify the "brushwork" considered in this tutorial. Consider replacing it with a more explicit image? --> | ||
[[image:Rustiznotch_teleportation.jpg|thumb|right|200px|An example teleportation room.]] | [[image:Rustiznotch_teleportation.jpg|thumb|right|200px|An example teleportation room.]] | ||
Start by creating a [[ | Start by creating a [[brush]] and texturing it with [[Tool_textures#trigger|tools/toolstrigger]]. Now select the brush and click toEntity (or Control+T), select [[trigger_teleport]] and click Apply. This will be the area in which a player must enter to be teleported (see picture on the right). | ||
:* Set the 'Remote Destination' to an appropriate name ('''teleport_destination_1''', for example). | |||
:* Change to the 'Flags' tab and check the 'Clients' flag to allow players to teleport. | |||
{{note|(For a full list of [[Keyvalue|Keyvalues]] and [[Flag|Flags]] see the [[Trigger_teleport|Trigger teleport entity]]).}} | |||
{{note|The tools/toolstrigger texture will be invisible in game, so remember to build a visible wall behind it, or some other way of showing where the teleport entrance is.}} | |||
Next, create an [[info_teleport_destination]] from the [[Entity_Creation|entity]] list where you want the teleport ''exit'' to be. This will be the point where the player is teleported to. | |||
:* Set the 'Name' attribute to the appropriate name that was used in the previous step ('''teleport_destination_1'''). | |||
{{clr}} | {{clr}} | ||
<!-- Suggestion to write a section on two-way teleporters, perhaps? (in a way that the player doesn't get infinitely teleported back and forth...like adding a "delay" before allowing to teleport back again) --> | <!-- Suggestion to write a section on two-way teleporters, perhaps? (in a way that the player doesn't get infinitely teleported back and forth...like adding a "delay" before allowing to teleport back again) --> | ||
Now in game when you | Now in game, when you touch the [[trigger_teleport]], you come out at the [[info_teleport_destination]]. | ||
==Making Teleporters Team-Specific== | ==Making Teleporters Team-Specific== |
Revision as of 10:02, 11 July 2011
Teleporters can be created using standard Source entities.
One-way teleporter
Start by creating a brush and texturing it with tools/toolstrigger. Now select the brush and click toEntity (or Control+T), select trigger_teleport and click Apply. This will be the area in which a player must enter to be teleported (see picture on the right).
- Set the 'Remote Destination' to an appropriate name (teleport_destination_1, for example).
- Change to the 'Flags' tab and check the 'Clients' flag to allow players to teleport.


Next, create an info_teleport_destination from the entity list where you want the teleport exit to be. This will be the point where the player is teleported to.
- Set the 'Name' attribute to the appropriate name that was used in the previous step (teleport_destination_1).
Now in game, when you touch the trigger_teleport, you come out at the info_teleport_destination.
Making Teleporters Team-Specific
If you have teleporters in your map that are out in the open, and you want to make them team-specific, add 1 filter_activator_tfteam per teleporter that you are making team-specific.
- In the filter_activator_tfteam properties, name your activator, and set the 'Team' to RED/BLU based on which team you want the teleporter to be used by.
- Open your trigger_teleport properties, and set 'Filter Name' to the name of the corresponding filter_activator_tfteam.