Talk:Teleporter
From TF2 Wiki
I was reading an article on Digg about this - up until now I always assumed the arrow in the Entrance Pad always pointed towards the Exit Pad. However, the article said that the arrow just points in the direction you're facing when you deploy it, and you're supposed to rotate it manually (Like you would a Sentry Gun with the RMB) to point towards where your exit's gonna be. Anyone able to confirm this? --User:Murdochi 12:44, 11 October 2007
- I've updated the page. You can rotate the Entrance, but it has no affect on gameplay. The arrow automatically points to the Exit. Rotating the Exit does change the direction players face when exiting. --Praestat 15:33, 20 October 2007 (CDT)
'Do not stand on a teleporter exit. If another player on your team uses it the teleporter will destroy itself and if it's an enemy teleporter that you are standing on you will get killed (telefragged) by the enemy using it.' - This needs checking, I thought this was the case but I don't know if it's been patched because I've seen some videos where someone is on the tele exit and when someone else teleports they appear on top of the first person --Aurora 05:05, 11 December 2007 (CST)
- Checked and it is right, if someone on your own team uses it and you are on the exit it will stack them or put them at the side of you. If you are enemy they do kill you if some one on opposing team uses it. --Aurora 20:11, 17 January 2008 (CST)
Entrance Kills?
I've seen in a few other articles that if you 'walk over' an enemy's teleporter entrance, that it kills you immediately. I have found this to be false. Do you have to stand on it for a period of time? Or have another enemy try to use it and the teleport kills you? I know it does that if you are on the exit, but not the entrance. Can anyone confirm whether or not this is true? --Jewbat 22:01, 30 January 2008 (CST)
If you're standing on an exit, and an enemy teleports, you get killed. I believe the terminology used in game is "X + Y (if person was healed, I think) finished off Z" --Zaps 02:24, 31 January 2008 (CST)
- I think the terminology might be X died/skull icon by Y. I don't see the finished off part. But it might be different on the 360.--CountDOODOO 06:13, 31 January 2008 (CST)
- Yes, I've tested it with bots. I couldn't find any time that an entrance kills someone (hope my memory is ok here) but if the enemy is stood on the exit and you use the entrance to transport, the enemy is killed. If the person on the exit is friendly they are shoved aside or in some cases, you teleport on their head. --Aurora 06:31, 31 January 2008 (CST)
- that sounds like an exploit in waiting to get to higher spots, albiet a tough to get exploit --mark"d"davis 08:45, 31 January 2008 (CST)
- Yes, I've tested it with bots. I couldn't find any time that an entrance kills someone (hope my memory is ok here) but if the enemy is stood on the exit and you use the entrance to transport, the enemy is killed. If the person on the exit is friendly they are shoved aside or in some cases, you teleport on their head. --Aurora 06:31, 31 January 2008 (CST)
- I thought so. I read somewhere the the Entrance would actually kill enemies (Mostly spies) when they walked over it. I know it mentioned it somewhere in the Wiki, gotta find that and change it. --Jewbat 15:55, 31 January 2008 (CST)
- It mentions it in the Engineer strategy, which I'm currently cleaning up. I've changed it now so the wiki article will be updated when I've finished and posted it. --Aurora 16:38, 31 January 2008 (CST)
To do: Particle persist time
I tested with several classes. It was consistently between 12 and 13 seconds. It was closer to 13, so I say 13 seconds.--Wipnum 23:50, 21 February 2008 (CST)
- Good work. I always wondered how long it would take. I always said spies should never take teleports. But now I believe that if a Spy needed a teleport and the trip took longer than 13 seconds, then he should take it if nobody else is around.--CountDOODOO 01:19, 22 February 2008 (CST)
Teleporter Reset
_Why_ does the teleporter reset at 31? I never got that. Cosmo-san 09:19, 26 February 2008 (CST)
- Probably because the variable holding the information is a 5 Bit data-type (31 in binary is 11111) --WanderingFox (Talk • Contribs) 11:49, 26 February 2008 (CST)
- o_O - a 5 bit data type, did they program TF2 in machine code? I doubt it's an internal structure issue because the stats are still recorded correctly. I'd suspect it's more likely to be a network packer or bitwise operation, either case it's only a display bug and will get fixed at some point. 01100111011001010110010101101011 :p --Aurora 12:18, 26 February 2008 (CST)
