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Advanced FX - Teleporters - A3 : One-Way Teleporter

One-Way Teleporter

The One-Way Teleporter warps the player to an exit where they cannot return.



Verson 1.4/1.5 One-Way Teleporter


Create a teleporter sector, and a destination sector. They do not have to be the same size or shape. Place an S[Channel,7] in the teleporting sector. The palette value of this S determines the teleporter's behaviour. If the palette value is anything greater than 0, the teleporter will not flash or play sound effects when it is used. Place an S[Channel,23] in the destination sector, and move it to the exact location (and optionally the height) at which you want the player to exit. The angle of this S determines the angle which the player will be facing upon exiting the teleporter.

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Notes:

  • This type of teleporter will not impose a delay on objects attempting to pass through it in quick succession. A player's movement will not be momentarily halted after passing through this type of teleporter.
  • Standard/One-Way Teleporters allow "telefragging" of other players who happen to be within the destination sector at the time of teleportation, whether or not they are touching the floor of the sector. The destination sector(s) should be reasonably small to avoid unintentional telefragging accidents.



Version 1.3d One-Way Teleporter


This trick allows One-Way Teleporters to be utilized in Duke Nukem v1.3d. Create two regular teleporting sectors, each containing an S[Channel,7]. Submerge one of the teleporter's S sprites at least half-way (two units) into the ground (use PGDN, not the C key). That teleporter will now act as a One-Way Teleporter exit. Note that the teleporter will still flash and play sound effects (unless the palette value of the entry S is anything greater than 0), and the angle of the submerged S will still affect the player's exit angle.


Notes:

  • Because this trick makes use of a standard teleporter for entry, this type of teleporter will impose a delay on objects attempting to pass through it in quick succession, including projectiles. A player's movement will also be momentarily halted after using this type of teleporter.
  • Standard/One-Way Teleporters allow "telefragging" of other players who happen to be within the destination sector at the time of teleportation, whether or not they are touching the floor of the sector. The destination sector(s) should be reasonably small to avoid unintentional telefragging accidents.


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