Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!
Editing info teleport destination
From Quake Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | This entity is used in almost all levels, as destination points for trigger_teleport entities. You need to give this entity a "targetname" keyvalue to connect it with the trigger_teleport's " | + | This entity is used in almost all levels, as destination points for trigger_teleport entities. You need to give this entity a "targetname" keyvalue to connect it with the trigger_teleport's "targetname". The facing direction is used to define the direction the player is facing after teleporting. Download a teleporter example map by clicking here. |
Several teleporters can address the same destination with no problem. For example, no matter which skill gate you step through in Quake's start map, you always end up in the same location in the episode selection room. Although these entities can't be used with difficulty settings, with some advanced mapping, you can make certain teleporters only available at certain skill levels with a func_wall or something along those lines. This will allow you to put teleporters (ie: needed to access the next area in the map) that are open at higher skill levels on terrain that is difficult to reach, and possibly at ground level, in plain view, for the easy skill. | Several teleporters can address the same destination with no problem. For example, no matter which skill gate you step through in Quake's start map, you always end up in the same location in the episode selection room. Although these entities can't be used with difficulty settings, with some advanced mapping, you can make certain teleporters only available at certain skill levels with a func_wall or something along those lines. This will allow you to put teleporters (ie: needed to access the next area in the map) that are open at higher skill levels on terrain that is difficult to reach, and possibly at ground level, in plain view, for the easy skill. |