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 Post subject: Making teleporters, and linking them up.
PostPosted: Sat Oct 25, 2008 8:15 am 
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*UT Mapper Group Lead*

Joined: Thu Jul 26, 2007 7:58 am
Posts: 383
Location: Florida, USA
This is very easy in my opinion, similar to the tag -> event thing used in triggers. But to not get you confused, forget what I said lol.

Ok, first start off by making 2 rooms, 1 with a player start and one without. Then, go into your actor list, -> Navigation Point -> Visible Teleporter, then pop 1 in each room. NEVER USE FAVORITES TELEPORTER! it's very buggy and doesn't work correctly. So after putting 2 teleporters in each room, it's time to link them up. Go to one of your teleporter's properties -> Events and name the tag 1, then go into it's properties again -> Visible Teleporter, and set the URL to 2. Then go to your other teleporter and set the tag of that to 2, and the URL to 1. now rebuild and play, you should be able to teleport! You can also use just plain Teleporter if you don't want any visual effects, sound etc. But it's up to you to expand the designing of your teleporters! With plain teleporters, you can customize the effect it uses and everything. Try experimenting.


{xCBx}Shadow342 *Moderator*
CTF, BT, DM, and MH map maker.

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 Post subject:
PostPosted: Sun Oct 26, 2008 12:05 am 
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*Captain (Site Administrator)*
*Captain (Site Administrator)*

Joined: Thu Mar 29, 2007 9:35 am
Posts: 1619
Location: Minnesota USA (Just West of MPLS - by a pond beneath a tree - Dead & Buried)
Khazzor, did you get this information OK? :wink:


{CMM}Hook :hook: (Site Administrator)
Hopelessly Addicted to UT99 & Mapping for it!
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 Post subject:
PostPosted: Sun Nov 09, 2008 3:35 am 
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UT Mapper!

Joined: Sun Dec 30, 2007 1:54 am
Posts: 591
Location: HalliDays Point NSW
Sounds easy thanks for the info shadow :D


{CMM}Paradox
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