Telegun: Difference between revisions
No edit summary |
No edit summary |
||
Line 2: | Line 2: | ||
{{LangNavBox}} | {{LangNavBox}} | ||
The teleport | The teleport enabled weapons are a new feature added in DDNet version 11.5. | ||
Weapons need to be collected and activated with a {{Tile|entities|96}}{{Tile|entities|112}}{{Tile|entities|128}} teleporter weapon on tile. | Weapons need to be collected and activated with a {{Tile|entities|96}}{{Tile|entities|112}}{{Tile|entities|128}} teleporter weapon on tile. |
Revision as of 06:20, 28 April 2022
English • Español • Português (Brasil) • Українська • Русский • 简体中文 • Deutsch • Italiano • Français • Català • Türkçe • 한국어 |
The teleport enabled weapons are a new feature added in DDNet version 11.5.
Weapons need to be collected and activated with a teleporter weapon on tile.
You can then teleport with pistol and grenade by hitting hook/unhook (collision) tiles with a teleporter gun block tile on top.
Laser teleports you if the last tile it bounced off was a teleporter gun block tile or if it didn't hit a collision tile at all.
The orange one cancels movement after teleporting while the blue one preserves movement. Note, that unlike normal teleporters, hook is always preserved by teleporting with a teleport enabled weapon.
You can use the switch layer with to allow only specific weapons to teleport.
Modify the delay value to select the desired weapon:
- 0: All weapons
- 1: Only pistol
- 2: Only grenade
- 3: Only laser
- (4 or greater equals 0)