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Linedef type 412

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Linedef type 412, Teleporter, is a type of linedef executor which, when triggered, instantly teleports the Object that triggered it to a specified location in the map, producing a flash and a teleport sound effect if desired. This is most commonly used to teleport the player, but it can also teleport pushable Objects such as gargoyles.

Binary Setup

This linedef should be tagged to the desired destination sector within the map. Unless Flag [8] / Peg Midtexture is checked, a Teleport Destination Thing must also be placed in the destination sector. In such cases, the exact X-position, Y-position, Z-position, and angle the teleported player or Object will assume are determined by this Thing.

If Flag [1] / Block Enemies is checked, the teleporter will not flash and make the teleport sound effect. If Flag [6] / Not Climbable is checked, the Object will retain its angle after teleportation. If Flag [9] / Solid Midtexture / Effect 4 is checked, the Object will retain its speed and momentum after teleportation.

If Flag [8] / Peg Midtexture / Effect 3 is checked, the teleporter will be set up differently. In this alternate version of the teleporter, no Teleport Destination Thing nor a tagged sector are necessary; the Object's new X-position, Y-position, and Z-position (relative to its current position in the trigger sector) will be determined by the linedef's front texture X and Y offsets, and the control sector's ceiling height, respectively. It will also work as though flags [1] / Block Enemies, [6] / Not Climbable, and [9] / Solid Midtexture / Effect 4 are checked, meaning that the teleporter will not flash, make sounds, or alter the angle, speed, or acceleration of the teleported Object. A good example of this can be seen near the end of Egg Rock Zone Act 2, where an elevator triggers a teleport (unbeknownst to the player) that teleports them to a visually identical elevator at a different spot in the level.

UDMF Setup

Argument 1 should be tagged to the desired Teleport Destination Thing. The exact X-position, Y-position, Z-position, and angle the teleported player or Object will assume are determined by this Thing.

Argument 2 / Flags toggles the following settings:

  • If Flag [1] / Silent is checked, the teleporter will not flash and make the teleport sound effect.
  • If Flag [2] / Keep angle is checked, the Object will retain its angle after teleportation.
  • If Flag [4] / Keep momentum is checked, the Object will retain its speed and momentum after teleportation.
  • If Flag [8] / Relative silent is checked, the teleporter will use an alternate method, explained below.

If Flag [8] / Relative silent is checked, no Teleport Destination Thing is necessary; the Object's new X-position, Y-position, and Z-position (relative to its current position in the trigger sector) will be determined by Argument 3, Argument 4 and Argument 5, respectively. It will also work as though flags [1] / Silent, [2] / Keep angle, and [4] / Keep momentum are checked, meaning that the teleporter will not flash, make sounds, or alter the angle, speed, or acceleration of the teleported Object. A good example of this can be seen near the end of Egg Rock Zone Act 2, where an elevator triggers a teleport (unbeknownst to the player) that teleports them to a visually identical elevator at a different spot in the level.

A teleporter using a Teleport thing destination, the default method
A Teleporter using the alternate Relative silent method

Samples (Binary)

Sample 1

Example file: ex_ld412_teleport_player.wad (MAP01)
How to use
  • You may load this file into your favorite map editor, such as Zone Builder. Select MAP01 as the map to load.
  • You may also load this file in the game:
    1. Save ex_ld412_teleport_player.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select ex_ld412_teleport_player.wad.
    3. Start the game in Single Player mode.
    4. Press the Console button (~), and type in the command MAP MAP01 to access the example map.
  • When you load this file in the game, it replaces Greenflower Zone Act 1.


Sample 2

Example file: ex_ld412_teleport_object.wad (MAP01)
How to use
  • You may load this file into your favorite map editor, such as Zone Builder. Select MAP01 as the map to load.
  • You may also load this file in the game:
    1. Save ex_ld412_teleport_object.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select ex_ld412_teleport_object.wad.
    3. Start the game in Single Player mode.
    4. Press the Console button (~), and type in the command MAP MAP01 to access the example map.
  • When you load this file in the game, it replaces Greenflower Zone Act 1.


Sample (UDMF)

Example file: Ex_ld412_udmf_teleporter.wad (MAP01) 

This map contains two teleporters, the left one uses the Teleport thing destination, while the right one uses the [8] Relative silent method.

How to use
  • You may load this file into your favorite UDMF map editor, such as Ultimate Zone Builder. Select MAP01 as the map to load.
  • You may also load this file in the game:
    1. Save Ex_ld412_udmf_teleporter.wad into the addons folder of your SRB2 directory.
    2. Start SRB2, go to the Addons menu, and then select Ex_ld412_udmf_teleporter.wad.
    3. Start the game in Single Player mode.
    4. Press the Console button (~), and type in the command MAP MAP01 to access the example map.
  • When you load this file in the game, it replaces Greenflower Zone Act 1.

  Linedef types – Linedef executors [view]
Triggers:

Continuous • Each Time • Once • Ring Count (Continuous • Once) • Character Ability (Continuous • Each Time • Once) • Race Only – Once • CTF Red Team (Continuous • Each Time) • CTF Blue Team (Continuous • Each Time) • No More Enemies – Once • Number of Pushables (Continuous • Once) • Condition Set Trigger (Continuous • Once) • Unlockable (Continuous • Once) • Trigger After X Calls (Continuous • Each Time) • NiGHTSerize (Each Time • Once) • De-NiGHTSerize (Each Time • Once) • NiGHTS Lap (Each Time • Once) • Ideya Capture Touch (Each Time • Once) • Player Skin (Continuous • Each Time • Once) • Object Dye (Continuous • Each Time • Once) • Emerald Check (Continuous • Each Time • Once) • NiGHTS Mare (Continuous • Each Time • Once) • Gravity Check (Continuous • Each Time • Once) • Level Load


Actions:
Sector:
Set Tagged Sector's Floor Height/Texture • Set Tagged Sector's Ceiling Height/Texture • Copy Light Level to Tagged Sectors • Set Tagged Sector's Flats • Change Tagged Sectors' Tag • Change Front Sector's Tag • Start Adjustable Flickering Light • Start Adjustable Pulsating Light • Start Adjustable Blinking Light (unsynchronized) • Start Adjustable Blinking Light (synchronized) • Fade Light Level • Stop Lighting Effect • Change Plane Scroller Direction • Set Tagged Sector's Light Level
Plane movement:
Move Tagged Sector's Floor • Move Tagged Sector's Ceiling • Move Floor According to Front Texture Offsets • Move Ceiling According to Front Texture Offsets • Stop Plane Movement • Start Platform Movement • Crush Ceiling Once • Crush Floor Once • Crush Ceiling and Floor Once
Player/Object:
Teleporter • Change Object State • Stop Object • Award Score • Enable/Disable 2D Mode • Enable/Disable Gravity Flip • Award Power-Up • Disable Player Control • Change Object Size • Change Object Type State • Enable Bosses with Parameter • Track Object's Angle • Stop Tracking Object's Angle • Award Rings • Spawn Object • Stop Timer/Exit Stage in Record Attack • Dye Object • Trigger Egg Capsule
Other:
Change Music • Play Sound Effect • Run Script • Switch to Cut-Away View • Change Sky • Change Weather • Shatter FOF • Change Tagged Linedef's Textures • Start Metal Sonic Race • Condition Set Trigger • Call Lua Function • Earthquake • Make FOF Disappear/Reappear • Make FOF Crumble • Change Tagged Sector's Colormap • Change Skybox • Execute Linedef Executor (from Tag) • Execute Linedef Executor (Random Range) • Set FOF Translucency • Fade FOF • Stop Fading FOF • Fade Tagged Sector's Colormap • Stop Fading Tagged Sector's Colormap • Control Text Prompt • Toggle Level Fail
PolyObject:
Door Slide • Door Swing • Move • Move, Override • Rotate Right • Rotate Right, Override • Rotate Left • Rotate Left, Override • Move by Waypoints • Turn Invisible, Intangible • Turn Visible, Tangible • Set Translucency • Fade Translucency