Teleporters: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (add lang)
Line 14: Line 14:


<!-- 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) -->
{{otherlang:en}} {{otherlang:en:ru|Teleporters:ru}}


[[Category:Level Design Tutorials]]
[[Category:Level Design Tutorials]]
[[Category:Team Fortress 2]]
[[Category:Team Fortress 2]]

Revision as of 08:04, 28 September 2008

Teleporters can be created using standard Source entities.

One-way teleporter

File:Rustiznotch teleportation.jpg
An example teleportation room.

Start by creating a trigger_teleport as a brush_entity and placing it where you want the teleport entry zone to be. 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 arbitrary name (destination1, for example).
  • Change to the 'Flags' tab and check the 'Clients' flag.


Next, create an info_teleport_destination as an entity where you want the teleport exit zone. This will be the area where the player is teleported to.

  • Set the 'Name' attribute to the arbitrary name that was used in the previous step (destination1).


Template:Otherlang:en Template:Otherlang:en:ru