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Author Topic: Creating a Teleporter  (Read 3284 times)
Buck Nasty
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« on: September 22, 2006, 09:53:27 PM »

Creating a Teleporter
Tutorial by Buck Nasty
For the video tutorial click here

What you will need:
1 brush
1 info_teleport_destination

Before we start, Place your entity(s) and brush(es) in the locations where you would like them to be.

Step 1
- Select your "info_teleport_destination" on the grid, right click it and select "Properties"
- Select the "Name" entry in the window and name the entity to your liking. (See picture below)

- After you have done this, hit "Apply" and contine to Step 2.

Step 2
- Select your brush, texture it will the "tools/toolstrigger" texture.
- Now, while your brush is still selected, right click it on the grid and hit "Tie to Entity"
- A window will pop-up, click the drop down bar and select "trigger_teleport" (See picture below)

- After you have selected "trigger_teleport" your window will look like this...

- The ONLY entry that you will have to edit is the "Remote Destination" entry.
- Select "Remote Destination" and enter the name of the "info_teleport_destination" in the box to the right. (See picture below)

- After you have entered the name hit "Apply", compile your map and test it out.

NOTE: Due to the new CSS update, you must go into the teleport properties and under the flags tab check "Clients" for them to work.
« Last Edit: July 15, 2010, 12:37:34 AM by Buck Nasty » Logged

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SGT_kick_ur_ass
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« Reply #1 on: September 22, 2006, 09:55:55 PM »

Oh wow I'm surprised that a tutorial like this hasn't been posted yet.
Good job.
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Buck Nasty
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« Reply #2 on: October 13, 2006, 02:57:04 PM »

Bump, updated.
Video tutorial here
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« Reply #3 on: October 15, 2006, 01:23:34 PM »

lol, video didn't play for me, and it was a big dl it seemed like.

gif tutorials ftw!
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Buck Nasty
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« Reply #4 on: October 15, 2006, 04:59:09 PM »

http://www.remclan.com/cstrike/misc/teleporttutorial_media/teleporttutorial.zip
« Last Edit: October 15, 2006, 05:01:27 PM by Buck » Logged

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« Reply #5 on: October 17, 2006, 05:10:03 AM »


how many more formats Razz
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« Reply #6 on: October 17, 2006, 08:28:21 PM »

i just wanted to know is there a way to make people land with a complete stop without putting a small barrier around the floor because when i did it on my map i teleported and flew right of the platform Razz

and is it possible to make one trigger go to multiple destinations like 2 or 3 spots next to each other so that if 2 people go in to the teleporter they don't get stuck in each other

sorry for the weird english but dont know how to write one of the words  Confused
« Last Edit: October 17, 2006, 08:36:40 PM by anubis » Logged

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« Reply #7 on: October 17, 2006, 08:42:53 PM »

Make it so you can't surf through the inital teleport. Make it a door with a barrier infront or something. Then you'd stop dead when you go through the teleport.
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« Reply #8 on: October 18, 2006, 03:31:29 AM »

If you would like to ensure that users do not go flying out of the teleport: Make a box around the top half of the teleport destination. Hollow it out to a small thickness and remove the bottom so that the user can slide out. (The popular texture for this is playerclip, solid to players, nonsolid to objects, and nonvisible) The user will fly into this clip and fall directly into the water or whatever area you have specified (examples of areas like this are in maps such as 10x_final, when you land in jail and you just fall straight down). Note, make sure the player clip box is open enough around the teleport destination, leaving room for the player to fall through, or else the user will get stuck in the clip!

If you would like to teleport to multiple destinations: There are two ways that I kow of doing this. The first way is the annoying way of actually clipping the trigger into multiple brushes, and setting each clip to teleport to a different destination. An easier way of doing this that actually works, view this topic.

http://www.editlife.net/tutorial.php?tutid=32
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« Reply #9 on: October 18, 2006, 10:42:55 AM »

hey thx gone give it a try  Surprised

ok and now the ultimate noob question

how do u delete just the bottom :'(
« Last Edit: October 18, 2006, 11:23:02 AM by anubis » Logged

UDelSteve
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« Reply #10 on: October 18, 2006, 04:06:51 PM »

switch from groups to solids, and select only the bottom after it's hollowed.
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Buck Nasty
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« Reply #11 on: October 18, 2006, 04:14:31 PM »

oh. well i just hit ungroup and it does the job for me.
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« Reply #12 on: October 18, 2006, 06:17:46 PM »

oh. well i just hit ungroup and it does the job for me.
I believe that's what it does, though, switches to solids. Not sure, never really payed



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« Reply #13 on: October 18, 2006, 09:47:09 PM »

I believe that's what it does, though, switches to solids. Not sure, never really payed





Not really.  Objects can be put into logical groups (by selecting multiple objects and grouping them).  Selecting objects/solids merely ignores groupings, while ungrouping destroys groups.
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« Reply #14 on: October 18, 2006, 11:22:21 PM »

although ungrouping is necceary for non world entities like triggers and such.  But yes if you are messing with world brushes you can ignore group
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« Reply #15 on: October 18, 2006, 11:26:28 PM »

Not really.  Selecting object will select the whole entity, but selecting solids will always select only one brush.
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« Reply #16 on: October 19, 2006, 01:04:39 AM »

you cant edit the properties of most entities when you have ignore grouping.
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« Reply #17 on: November 04, 2006, 02:26:03 AM »

wow.....i do it a totaly differnt way, but, it still works great!
(but  only ur way works for random warps)
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SintaxError
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« Reply #18 on: November 04, 2006, 03:58:05 AM »

what other ways are there to make a teleporter?
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power-fusion
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« Reply #19 on: November 04, 2006, 05:04:47 PM »

i make a bruch
make it a func_teleport
make a teleport end or wutever
and linkem through names
(not sure if this is to differnt
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« Reply #20 on: November 09, 2006, 06:59:10 PM »

To select a part of a group I typically use the 'ig' button in the top toolbar. Problem with this is if you leave it on and move around your brushes tied to entities, the little entity dot doesn't stick with the brush. I haven't encountered a situation where this is a problem, but it could be. Maybe.
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« Reply #21 on: February 10, 2007, 07:33:59 PM »

How would I go about forcing a player to teleport in one place, and forcing his opposition to another place using the same trigger?

For example, I want a trigger that teleports a CT to a specified location, and a T to another specified location, but I want it to be one trigger, like if you fall from surf, you are teleported to jail.
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« Reply #22 on: February 10, 2007, 07:48:43 PM »

I know how to do it with two teleporters that are filtered, but I bet sintax error has some amazingly clever solution using two point teleports, a trigger teleport and a logic case and maybe some filters.
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SmOoth
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« Reply #23 on: February 10, 2007, 09:02:27 PM »

How would I go about forcing a player to teleport in one place, and forcing his opposition to another place using the same trigger?

For example, I want a trigger that teleports a CT to a specified location, and a T to another specified location, but I want it to be one trigger, like if you fall from surf, you are teleported to jail.

Have one enabled, make that go to A. Give it a 'OnStartTouch Disable Itself(name it)' output and have it OnStarTouch enable the 2nd trigger.
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« Reply #24 on: February 10, 2007, 10:54:29 PM »

You want t's to be teleported one place and cts to another?

Just use filters.
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ghengis-khan
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« Reply #25 on: January 08, 2008, 02:33:15 PM »

You want t's to be teleported one place and cts to another?

Just use filters.

ok, but what do you enter for filters?
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« Reply #26 on: January 08, 2008, 02:48:11 PM »

1.    add 2 filter_activator_classes, name one terrorist and the other counter terrorist
1a.  under the team name or something like that choose t for terrorist and ct for counter terrorist

2.    Make 2 teleports and choose the filter from the drop-down-menu in the options.
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« Reply #27 on: April 05, 2008, 09:16:29 PM »

PROBLEM SOLVED Thumbs Up
« Last Edit: April 06, 2008, 12:43:36 PM by TCPip2k » Logged
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« Reply #28 on: June 27, 2008, 06:53:11 PM »

hmm, my teleporters work, i covered the floor so it teles the player back to start, but when you land on it from high you still hit the ground.. like it has a delay or something, it will kill you but it works (if i'm walking on it or nofalldmg is on). whats with that? the trigger is not touching the surface, idk what i can do besides adding nofalldmg XD
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« Reply #29 on: June 27, 2008, 10:44:36 PM »

ur trigger is to close to the buttom just make it higher
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« Reply #30 on: June 30, 2008, 09:33:34 AM »

Sometimes the trigger can't be so high. Using damage filter might be a good idea, sometimes making the floor func_illusionary and placing the trigger inside it can also be useful.
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« Reply #31 on: June 30, 2008, 09:50:17 AM »

yeah i actually have holes in the floor so if i make it high it will be like in lithium where you are a good height above the edges but still teleported, func_illusionary would be cool though.. i will set nofalldmg but i just don't like to hear that sound every time you fall xD. thanks~~~~
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« Reply #32 on: July 27, 2008, 09:04:46 AM »

The video TuTs arent working Sad  hope you can help thanks
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« Reply #33 on: February 01, 2009, 11:34:10 PM »

Thank you, I just started mapping today and this helped me get my teleports working. By the way, the video link doesn't work.
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Buck Nasty
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« Reply #34 on: July 15, 2010, 12:38:02 AM »

Bump, update. Added notice that you need to check clients in the flags tab.
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« Reply #35 on: July 19, 2010, 04:24:27 AM »

Handy ^^ it'll keep the tele questions down
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« Reply #36 on: July 28, 2010, 02:40:03 AM »

is there really a difference between using info_teleport_destination and info_target?

or just that it is easier to use info_teleport_destination because it uses a playermodel...
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