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

Arg1 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.

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.

Teleporter by a Teleport thing destination

If Flag [8] / Relative silent is checked, the teleporter will be set up differently. In this alternate version of the teleporter, 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 Arg3, Arg4 and Arg5, 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 the 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 

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



  Linedef typesLinedef executors [view]
Triggers:

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) • NiGHTSerize (Each TimeOnce) • De-NiGHTSerize (Each TimeOnce) • NiGHTS Lap (Each TimeOnce) • Ideya Capture Touch (Each TimeOnce) • Player Skin (ContinuousEach TimeOnce) • Object Dye (ContinuousEach TimeOnce) • Emerald Check (ContinuousEach TimeOnce) • NiGHTS Mare (ContinuousEach TimeOnce) • Gravity Check (ContinuousEach TimeOnce) • Level Load


Actions:
Sector:
Set Tagged Sector's Floor Height/TextureSet Tagged Sector's Ceiling Height/TextureCopy Light Level to Tagged SectorsSet Tagged Sector's FlatsChange 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 DirectionSet Tagged Sector's Light Level
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
Player/Object:
TeleporterChange Object StateStop ObjectAward ScoreEnable/Disable 2D ModeEnable/Disable Gravity FlipAward Power-UpDisable Player ControlChange Object SizeChange Object Type StateEnable Bosses with ParameterTrack Object's AngleStop Tracking Object's AngleAward RingsSpawn ObjectStop Timer/Exit Stage in Record AttackDye ObjectTrigger Egg Capsule
Other:
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/ReappearMake FOF CrumbleChange Tagged Sector's ColormapChange SkyboxExecute Linedef Executor (from Tag)Execute Linedef Executor (Random Range)Set FOF TranslucencyFade FOFStop Fading FOFFade Tagged Sector's ColormapStop Fading Tagged Sector's ColormapControl Text PromptToggle Level Fail
PolyObject:
Door SlideDoor SwingMoveMove, OverrideRotate RightRotate Right, OverrideRotate LeftRotate Left, OverrideMove by WaypointsTurn Invisible, IntangibleTurn Visible, TangibleSet TranslucencyFade Translucency