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.


This linedef should be tagged to the desired destination sector within the map. A Teleport Destination Thing must also be placed in the destination sector. The exact X-position, Y-position, Z-position, and angle the teleported player or Object will assume are determined by this Thing.

If the Block Enemies flag is checked, the teleporter will not flash and make the teleport sound effect. If the Not Climbable flag is checked, the Object will retain its angle after teleportation. If the Solid Midtexture flag is checked, the Object will retain its speed and momentum after teleportation.

If the Peg Midtexture flag 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 the Block Enemies, Not Climbable, and Solid Midtexture flags 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.


Sample 1

Example WAD: ex_ld412_teleport_player.wad

Sample 2

Example WAD: ex_ld412_teleport_object.wad

  Linedef typesLinedef executors [view]

ContinuousEach TimeOnce • Ring Count (ContinuousOnce) • Character Ability (ContinuousEach TimeOnce) • Race Only – Once • CTF Red Team (ContinuousEach Time) • CTF Blue Team (ContinuousEach Time) • No More Enemies – Once • Number of Pushables (ContinuousOnce) • Condition Set Trigger (ContinuousOnce) • Unlockable (ContinuousOnce) • Trigger After X Calls (ContinuousEach Time) • Level Load

Set Tagged Sector's Floor Height/TextureSet Tagged Sector's Ceiling Height/TextureSet Tagged Sector's Light LevelChange Tagged Sectors' TagChange Front Sector's TagStart Adjustable Flickering LightStart Adjustable Pulsating LightStart Adjustable Blinking Light (unsynchronized)Start Adjustable Blinking Light (synchronized)Fade Light LevelStop Lighting EffectChange Plane Scroller Direction
Plane movement:
Move Tagged Sector's FloorMove Tagged Sector's CeilingMove Floor According to Front Texture OffsetsMove Ceiling According to Front Texture OffsetsStop Plane MovementStart Platform MovementCrush Ceiling OnceCrush Floor OnceCrush Ceiling and Floor Once
TeleporterChange Object StateStop ObjectAward ScoreEnable/Disable 2D ModeEnable/Disable Gravity FlipAward Power-UpDisable Player ControlChange Object SizeChange Object Type State
Change MusicPlay Sound EffectRun ScriptSwitch to Cut-Away ViewChange SkyChange WeatherShatter FOFChange Tagged Linedef's TexturesStart Metal Sonic RaceCondition Set TriggerCall Lua FunctionEarthquakeMake FOF Disappear/ReappearExecute Linedef Executor (from Tag)Execute Linedef Executor (Random Range)
Door SlideDoor SwingMoveMove, OverrideRotate RightRotate Right, OverrideRotate LeftRotate Left, OverrideMove by WaypointsTurn Invisible, IntangibleTurn Visible, TangibleSet Translucency