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Author Topic: Teleports  (Read 721 times)
Spook
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« on: Jan 30, 2007, 10:17 PM »

how do you make teleports in BSP?
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SmackWaters
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Posts: 61


« Reply #1 on: Jan 31, 2007, 03:38 PM »

you have to make a teleport (the place you want to step on for the teleport, i believe its a func_teleport entity) then you also make a teleport destination where you want to be teleported (func_teleport_dest i think) then you set the entity properties of your teleporter to

"target" "<yourtarget>"

and the teleporter destination to

"targetname" "<yourtarget>"

you can use any combination of #'s letters and other things for <yourtarget>, just make sure
they are the same.

also, make sure you set "angle" on the teleport destination to the right angle so you will face the right way

and it is impossible to change the size of the teleporters, which really needs to be fixed
hint hint jitspoe Smiley
for now you just need to make a wall of teleporters and destinations if you want to have a larger teleport.
« Last Edit: Jan 31, 2007, 03:41 PM by SmackWaters » Logged

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loial21
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Posts: 284


Live long and prosper


« Reply #2 on: Jan 31, 2007, 09:02 PM »

About time some map maker had the balls to do this. DON'T GIVE UP!
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Spook
Guest
« Reply #3 on: Jan 31, 2007, 09:04 PM »

i'm messing around with map ideas... may be a loooooong time before i think of anything worth making
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loial21
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Posts: 284


Live long and prosper


« Reply #4 on: Jan 31, 2007, 09:08 PM »

GOD DAMMIT TELEPORT ME PLEASE!@!!!!@@#@$E@#$!~!~ Smiley
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"I do cocaine!!!" - DR. Rockso
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KnacK
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Posts: 284



« Reply #5 on: Jan 31, 2007, 09:11 PM »

we need grapples first.....
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loial21
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Posts: 284


Live long and prosper


« Reply #6 on: Jan 31, 2007, 09:18 PM »

Dont get me started. But you are right.
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"I do cocaine!!!" - DR. Rockso
http://www.division-usa.com/gallery/displayimage.php?album=2&pos=5
PiCaSSo
Guest
« Reply #7 on: Jan 31, 2007, 09:51 PM »

we need grapples first.....

What he said!
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Eiii
Member
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Posts: 181


« Reply #8 on: Jan 31, 2007, 11:23 PM »

Oh dear god, no.
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loial21
Senior Member
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Posts: 284


Live long and prosper


« Reply #9 on: Feb 01, 2007, 01:39 AM »

Get too it Eiii. We are counting on you to preserve q2 in this mod.
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Peace be onto you and yours forever.

"I do cocaine!!!" - DR. Rockso
http://www.division-usa.com/gallery/displayimage.php?album=2&pos=5
KnacK
Senior Member
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Posts: 284



« Reply #10 on: Feb 01, 2007, 07:30 AM »

Where's femmy, he needs to post on this.

* KnacK fires up the Fembo+ beacon in the night sky....
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Zorchenhimer
Senior Member
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Posts: 419



« Reply #11 on: Feb 01, 2007, 08:53 AM »

you have to make a teleport (the place you want to step on for the teleport, i believe its a func_teleport entity) then you also make a teleport destination where you want to be teleported (func_teleport_dest i think) then you set the entity properties of your teleporter to

"target" "<yourtarget>"

and the teleporter destination to

"targetname" "<yourtarget>"

you can use any combination of #'s letters and other things for <yourtarget>, just make sure
they are the same.

easier way:

make two brushes
select one and make this the destination with "func_teleport_dest"
press esc
select the other and make this one the teleproter with "func_teleport"
then Ctrl+left click on the destination and it does the target naming for you
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SmackWaters
Member
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Posts: 61


« Reply #12 on: Feb 01, 2007, 03:16 PM »

Why is there always an easier way than what i post?  Angry
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This is the game that we all wanna play,
It's called, producin' currency called, producin currency
This is the song that we all wanna hear,
It's called, producin' currency called, producin currency
PiCaSSo
Guest
« Reply #13 on: Feb 01, 2007, 03:17 PM »

LOL!!
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Zorchenhimer
Senior Member
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Posts: 419



« Reply #14 on: Feb 01, 2007, 08:01 PM »

Why is there always an easier way than what i post?  Angry

No hard feelings.
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"We Americans are freedom loving people and nothing says freedom like getting away with it" -Guy Forsyth

Galbadia Hotel - Soundtracks
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