• Teleporter STool
    37 replies, posted
[b]Beam me up, Scotty![/b] A Teleporter STool I made. Now [i]you too[/i] can get to distant galaxies, planets, and [i]houses across the street[/i] in mere milliseconds. I made this out of necessity just because the only other teleporters out there are buggy SENTs (see: GCombat's teleporter SENT), aren't released (see: JetBoom's Teleporter STool), or are unwieldy and aren't practical in most instances (see: Stargate). [b][i]--Features List:[/i][/b] [b]Prop and contraption teleporting along with simple player teleporting.[/b] [b]Easy linking system.[/b] Spawn two teleporters with the same numpad key to link them together. [b]Teleportation sounds![/b] BZZT! Select them from the dropdown list and enjoy. [b]Multiple models to choose from.[/b] Want to teleport using a toilet? Go for it! Want to re-enact the famous cat scene using yourself instead of fuzzy little animals? Go for it! [b]Multiple effects to choose from.[/b] [b]A beam is drawn between each teleporter to show which ones are linked together.[/b] This can be disabled with the tickbox near the bottom of the STool's context menu. [b]Options to teleport on Use and on Touch.[/b] [b]Ability to select whether to teleport players, props, or both.[/b] [b]Slider to change the radius that the teleporter seeks for props in.[/b] This is displayed by a green sphere around the teleporter, which can be toggled on and off. [b]You can remove a teleporter then spawn one with the same key as the unlinked one to re-link it.[/b] You don't need to remove both and start over. [b]Full duplicator support.[/b] This was one of the things I made sure to get working as soon as I could. This was finished before the entity could even teleport anything or link up. [b]Wire inputs for locking and teleporting.[/b] [b][i]--Bugs:[/i][/b] Contraptions teleport quite horribly. This will be amended eventually in a future release. [b][i]--Video[/i][/b]: [media]http://www.youtube.com/watch?v=L0NkvFMB3x8[/media] [b][i]--Screenshots[/i][/b]: [t]http://cloud-2.steampowered.com/ugc/452909687556822242/62401C5171E1D0ED48EA02968132602F85C47EA4/[/t] [t]http://cloud-3.steampowered.com/ugc/452909687556831186/FAD6899B020B3B5ED13B76877F9476C0D3ECA1D1/[/t] [b][i]--Download (Workshop link)[/i][/b]: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=212709244[/url]
heh. I remember something like this a few months ago. Cooler sounds and effects would be cool.
I'll consider having multiple teleportation effects, wouldn't be hard at all to do. Sounds can be manually set, I just gave a few examples.
Seems good for base building, like when you want one way in and out. Hide it as a can on the other end of the map.
Could you include an option to hide the red connection lines? I mostly play singleplayer, and I love how they look in the video (I'm writing this as i'm downloading) except for the lines. Maybe have a menu: full connection line, no line, and possibly a short arrow pointing the direction of the teleporter's partner.
I could do that.
Wow, i've been wanting something like this to come along for about 3 years. Anyway, enjoy a long awaited thanks :love:
No problem. I was waiting for something like this too, but once I saw nobody was making it I just decided to take the entire thing into my own hands instead of settling for Stargate or something.
Wow! This is good, I posted a request in the requests section for almost exactly this. I'm looking forward to the special effects. EDIT: I just realised that when you enable tele on touch and throw one of the teleporters into someone, you can forceably teleport them! (May proove extremely annoying in the hands of minges)
This is amazing... I Shat amazingness bricks... Thank you so much
I'll add the beam concommand and effects dropdown list tomorrow when I get some downtime at work or during lunch break. Don't expect wire inputs very soon. I'm not a big fan of working with it. EDIT: I am lazy as shit goddamn also FRONT PAAAAGEEE EDIT again: Can someone test to see if this thing dupes in right with multiple teleporters set to a single key? I might have overlooked that and it could possibly cause conflicts ala the teleporters getting their destinations switched around. It isn't a big issue, but I'd still like to know what would happen anyway. Such a thing can easily be fixed by making teles have different keys, but that kind of makes the infinite amount of teleporters feature kind of a moot point when you have to redo them whenever you dupe them in. For now, if you're planning on making a dupe that contains multiple teleporters, make sure each set is on a different key or be prepared for your teles to switch places with each other if my assumption is correct. I'll either have to figure out some kind of channel system under the hood to make them work properly or just nix the multiple teleporters on the same key feature and limit them to 2 a key (which still gives you a maximum possible 17 sets of teleporters including no key at all, which is 34 teleporters. In comparison, the standard sbox_maxadvteleporters is 10, up to five sets. I'd have a hard time finding a use for that many to begin with.)
[QUOTE=shozamar;19709727] I just realised that when you enable tele on touch and throw one of the teleporters into someone, you can forceably teleport them! (May proove extremely annoying in the hands of minges)[/QUOTE] Minges are too dumb. They won't even figure out how to make a teleporter work in the first place.
Yes!Yes!Yes!Yes!Yes!Yes!Yes! For god sake! Finally an original simple teleporter. Stargates makes to much lag, ring transporters are to annoying and takes to long time (as well as stargates...) And i couldn't find any other good tele's! Thanks! Great job man!
Damit when I first sore this I thort somone had finaly made a teleporter like the one in hl2 where when you get onto it the ring comes up and then you tele. Like the stargate ring tele realy. 1. I need a way to get rid of that enoying red dot. it pisses me off. 2. Can you add a funtion so I can link all my teleporters to one. 3. Can you add the ability for one way teleporting. 4. Can you make it so props work with it.
Wire able would awesome if could give it coordinates or just wire it to an other teleporter
[QUOTE=alexojm;19745734]Damit when I first sore this I thort somone had finaly made a teleporter like the one in hl2 where when you get onto it the ring comes up and then you tele. Like the stargate ring tele realy. 1. I need a way to get rid of that enoying red dot. it pisses me off. 2. Can you add a funtion so I can link all my teleporters to one. 3. Can you add the ability for one way teleporting. 4. Can you make it so props work with it.[/QUOTE] 1. Dot? That looks like a beam to me. Read my original post. 2. No. 3. No. I'm already planning on a wire locking function. There's no point in adding another one when you can just physically block the tele or move it to where people can't get back in it. 4. Read my original post. [QUOTE=michie4life;19746020]Wire able would awesome if could give it coordinates or just wire it to an other teleporter[/QUOTE] This isn't Stargate.
ha ok then thanks for the reply.
Actually I think it would be quite nice if you could choose from a list of animations in the prop_dynamic for it to use while teleporting. Perhaps let you set a delay so you can have the animation play first before teleporting.
Been updated. Everyone grab the newest one. I added a few more effects and the ability to input a custom one, along with the ability to disable the red line and the teleporters' colors. I also fixed an inherent bug that would result if someone spawned a teleporter underground. Additionally, I've capped the teleporter count for each key to two to prevent another bug that would arise if people duped multiple ones with the same key in at the same time. [url]http://www.garrysmod.org/downloads/?a=view&id=89090[/url]
Awesome. I've been waiting for a K.I.S.S. teleporter for a long time. Nice work!
this is awesome, only thing it needs is to be able to password the teleporters
For some reason, it errors when i try to spawn a teleporter. What to do? entities/gmod_advteleporter/cl_init.lua:10: attempt to index field 'dt' (a nil value) This keeps popping up and i need to restart garry's mod to get rid of it. EDIT: I tried the older version, same thing
DTVars are a new edition to Garry's Mod added in a few months ago. In simpler terms, that means you pirated it. Or you somehow were able to refuse updates, except unless you downloaded the game literally months ago, then that's impossible. [editline]04:54PM[/editline] [QUOTE=elowin;20228580]this is awesome, only thing it needs is to be able to password the teleporters[/QUOTE] You could just use a Keypad or a Wire device hooked up to a Numpad Output.
This pc is out of internet, so yeah. It hasnt been updated for a while now. Im going to do that this week. Thanks for the response!
I have a question. Why is it set up to use numpad keys? You could just as easily make it a wire prop and make it so that you have two outputs on the entity created, "Teleport" and "Lock" (for the locking system) It would be easier to set up a button to make the teleport work. I understand that you could just wire the button to the numpad output, but doesn't that just seem pointless? It isn't that big of a deal, but it might help you with the numpad key similarity issues that could arise. So, if you get the chance, making it a wire-able entity would be very nice. Besides if you have wire outputs on it, you can do so much more with it and not have to worry about overlapping numpad keys! -Absolutely great tool, and good work on it so far.
Yeah let me just make everyone download Wiremod to use my Teleporter. Or not. It's set up to use numpad keys so people without Wiremod or people who don't like using it don't have to. I'm adding Wiremod outputs and a Wiremod lock function in the future ([b]and I've had this stated in the OP since I made the thread[/b]), but as you may have already been able to tell, I'm not one to make another download link just so people can do something they can already do. Also there are no issues. The only issue that happens is if people deliberately dupe in multiple teleporters on the same key (which I can't prevent unless I use hacky methods), dupe those duped teles and then respawn them, and even then the most it will do is mix the teleporters up. The teleporters will still function normally unless you try duplicating all of them at once. I limited this to two per number so people wouldn't whine about it.
bind "#" "ulx teleport"
[QUOTE=JamesFoil;21038711]bind "#" "ulx teleport"[/QUOTE] Yeah, because everyone in the server can use ULX teleport by default and can teleport to places they're not looking at, right? Actually why am I even bothering replying to such a dumb post
Nice, hope you'll keep this up :D
That's awesome. I've always loved this stool and was sad when this thread vanished into the depths of Facepunch. The updates you're planning to release sound great. Although, one thing I always thought this tool could improve on was the visuals. Maybe add an option to use Ep2 particle effects?
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