Teleporter: Difference between revisions
Move tile images to a better position. |
add migration notice to page |
||
(8 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
There are various '''''teleporter''''' available in DDNet. They are used to teleport back to the beginning of | {{MigrateTranslation}} | ||
<languages/> | |||
<translate> | |||
<!--T:1--> | |||
There are various '''''teleporter''''' available in DDNet. They are used to teleport back to the beginning of [[Special:MyLanguage/Drag Part|drag parts]] or to narrow down the space to navigate through with different techniques. | |||
== Standard == <!--T:2--> | |||
<!--T:3--> | |||
There are two kinds of teleporter tiles teleporting tees to the to-tele {{Tile|tele|27}}. The original/blue teleporter {{Tile|tele|26}} and the evil/red teleporter {{Tile|tele|10}} which additionally resets the [[Special:MyLanguage/Movement|velocity]] of the teleporting tee to 0 and releases all hooks to the tee. Both reset the [[Special:MyLanguage/hook|hook]] of the player going through the tele, even though that can be overwritten on some maps with the tune command <code>sv_teleport_hold_hook 1</code>. Normally the evil teleporter type is used, unless the context of the map requires the velocity to be kept. Teles can have the number 1 up to 255. Touching a tele ({{Tile|tele|26}}/{{Tile|tele|10}}) on a map without a corresponding to-tele ignores the tile and no teleportation is happening. | |||
== Checkpoint == <!--T:4--> | |||
<!--T:5--> | |||
There is an additional teleporting system including checkpoints {{Tile|tele|29}}. It teleports to the checkpoint-to-tele tile {{Tile|tele|30}} with the same number as the last touched checkpoint tile {{Tile|tele|29}}. There is also the separation between blue checkpoint teleporter {{Tile|tele|31}} and red checkpoint teleporter {{Tile|tele|63}} with the same semantic as above. When no checkpoint tile was touched or no corresponding to-tile exist, the tee teleports to a spawn tile {{Tile|game|192}}. | There is an additional teleporting system including checkpoints {{Tile|tele|29}}. It teleports to the checkpoint-to-tele tile {{Tile|tele|30}} with the same number as the last touched checkpoint tile {{Tile|tele|29}}. There is also the separation between blue checkpoint teleporter {{Tile|tele|31}} and red checkpoint teleporter {{Tile|tele|63}} with the same semantic as above. When no checkpoint tile was touched or no corresponding to-tile exist, the tee teleports to a spawn tile {{Tile|game|192}}. | ||
== Weapon == <!--T:6--> | |||
<!--T:7--> | |||
The weapon teleporter {{Tile|tele|14}} can teleport projectiles and laser from all weapons. They to the same to-tele {{Tile|tele|27}} as the standard tele tiles. | The weapon teleporter {{Tile|tele|14}} can teleport projectiles and laser from all weapons. They to the same to-tele {{Tile|tele|27}} as the standard tele tiles. | ||
The hook teleporter {{Tile|tele|15}} teleports to the standard to-tele {{Tile|tele|27}} as well. When the hook gets teleported, the hook range is measured from the to-tele tile, extending time and range the hook can fly. | == Hook == <!--T:8--> | ||
<!--T:9--> | |||
The [[Special:MyLanguage/hook|hook]] teleporter {{Tile|tele|15}} teleports to the standard to-tele {{Tile|tele|27}} as well. When the hook gets teleported, the hook range is measured from the to-tele tile, extending time and range the hook can fly. Each time the hook gets teleported, the hook direction changes to to the current looking direction of the tee. | |||
</translate> | |||
[[Category:Game-Mechanic{{#translation:}}]] |