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Difference between revisions of "Teleporter"

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(Code: added wiki table)
 
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Valid parameters for a teleporter are
 
Valid parameters for a teleporter are
 
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{|{{Prettytable}}
;name: defines a name for the teleport (3.0+ only - put the name after the word 'teleporter' in 2.0). This is used when [[Link|linking]] teleporters together.
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|-
;position: defines the center of the teleporter in X and Y and the bottom of the teleporter in Z.
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| {{Hl3}} |'''Parameter'''
;rotation: defines a rotation around the Z axis for the teleporter, in degrees.
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| {{Hl3}} |'''Description'''
;size: defines the distance from the center to the side of the teleporter in X and Y, and the total height of the teleporter in Z.
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|-
;border: defines the yellow caution border around the teleporter entry point.
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| '''name''' || defines a name for the teleport (3.0+ only - put the name after the word 'teleporter' in 2.0). This is used when [[Link|linking]] teleporters together.
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|-
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| '''position''' || defines the center of the teleporter in X and Y and the bottom of the teleporter in Z.
 +
|-
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| '''rotation''' || defines a rotation around the Z axis for the teleporter, in degrees.
 +
|-
 +
| '''size''' || defines the distance from the center to the side of the teleporter in X and Y, and the total height of the teleporter in Z.
 +
|-
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| '''border''' || defines the yellow caution border around the teleporter entry point.
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|}
  
 
Note: Teleporters are entered through X. As such, it is recommended to keep X fairly small (.125 works well). However, if X is zero, it will cause BZFlag bugs. If you need to enter a teleport from Y, rotating it 90 degrees is the suggested solution. X shouldn't be larger than the border size either, or else the shimmering portal will extend outside the teleporter frame, and create an invisible wall in between. Teleports are 2-sided, not 4.
 
Note: Teleporters are entered through X. As such, it is recommended to keep X fairly small (.125 works well). However, if X is zero, it will cause BZFlag bugs. If you need to enter a teleport from Y, rotating it 90 degrees is the suggested solution. X shouldn't be larger than the border size either, or else the shimmering portal will extend outside the teleporter frame, and create an invisible wall in between. Teleports are 2-sided, not 4.

Latest revision as of 03:47, 3 December 2016

A Teleporter is a BZW map structure that defines a object which transports the user to another teleporter in a different part of the world/map. To be used effectively, one or more teleporters must be combined with links.

Code[edit]

Teleporter with the default textures

The code for a teleporter object is as follows

 teleporter example_teleporter_name
  position 0.0 0.0 0.0 
  size 0.125 5 20
  rotation 0.0
  border 1.12
 end 

Valid parameters for a teleporter are

Parameter Description
name defines a name for the teleport (3.0+ only - put the name after the word 'teleporter' in 2.0). This is used when linking teleporters together.
position defines the center of the teleporter in X and Y and the bottom of the teleporter in Z.
rotation defines a rotation around the Z axis for the teleporter, in degrees.
size defines the distance from the center to the side of the teleporter in X and Y, and the total height of the teleporter in Z.
border defines the yellow caution border around the teleporter entry point.

Note: Teleporters are entered through X. As such, it is recommended to keep X fairly small (.125 works well). However, if X is zero, it will cause BZFlag bugs. If you need to enter a teleport from Y, rotating it 90 degrees is the suggested solution. X shouldn't be larger than the border size either, or else the shimmering portal will extend outside the teleporter frame, and create an invisible wall in between. Teleports are 2-sided, not 4.

Appearance[edit]

Teleporters appear with a yellow/black caution texture on the outer border of the object and with a pulsing texture in the middle.

#Teleporters may be textured with a magic material name , LinkMaterial. 
#There is no need for "matref LinkMaterial" in the teleporter definition.

 dynamicColor
  name LinkDynCol
  red limits 0 0.25
  red sinusoid 2 0 1
  green limits 0 0.25
  green sinusoid 2 0.666667 1
  blue limits 0 0.25
  blue sinusoid 2 1.33333 1
  alpha limits 0.75 0.75
end 
textureMatrix
  name LinkTrix
  shift 0 -0.05 
  center 0 0
end
material  
name LinkMaterial
  nolighting
  addtexture   telelink.png
    texmat LinkTrix
    dyncol LinkDynCol 
end

History[edit]

The teleporters first appeared in BZFlag 1.0.0. In BZFlag 2.0.0, they were redesigned, introducing the name field, making link creation easier for designers.

Editor Support[edit]

Supported by all known editors.