Telegun: Difference between revisions

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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.


You can then teleport with [[pistol]] and [[grenade]] by hitting {{Tile|entities|1}}{{Tile|entities|3}} hook/unhook (collision) tiles with a {{Tile|entities|98}}{{Tile|entities|99}} teleporter gun block tile on top.
You can then teleport with [[pistol]] and [[grenade]] by hitting {{Tile|entities|1}}{{Tile|entities|3}} hook/unhook (collision) tiles with a {{Tile|entities|98}}{{Tile|entities|99}} teleporter gun block tile on top in the front [[Map#Front layer|layer]].


[[Laser]] teleports you if the last tile it bounced off was a {{Tile|entities|98}}{{Tile|entities|99}} teleporter gun block tile or if it didn't hit a collision tile at all.
[[Laser]] teleports you if the last tile it bounced off was a {{Tile|entities|98}}{{Tile|entities|99}} teleporter gun block tile or if it didn't hit a collision tile at all.

Revision as of 14:47, 8 November 2022

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The teleport-enabled weapons are a new feature added in DDNet version 11.3 released in August 2018[1].

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 in the front layer.

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 tile cancels movement after teleporting while the blue tile preserves movement. Note that unlike normal teleporters, hook is always preserved when teleporting with a teleport-enabled weapon.

You can use the switch layer with a teleporter gun block tile to allow only specific weapons to teleport.

Modify the delay value to select the desired weapon:

References