Difference between revisions of "Teleporters/ko"
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A charging Teleporter spins with increasing speed until completely recharged. Once recharged, any one teammate (or enemy Spy) standing on or stepping onto the Entrance is immediately teleported to the Exit. The Teleporter then automatically begins recharging. | A charging Teleporter spins with increasing speed until completely recharged. Once recharged, any one teammate (or enemy Spy) standing on or stepping onto the Entrance is immediately teleported to the Exit. The Teleporter then automatically begins recharging. | ||
− | Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting. This effect can reveal a Telporter location to the enemy. The effect is visible to the player when looking at their feet. Spies who are [[ | + | Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting. This effect can reveal a Telporter location to the enemy. The effect is visible to the player when looking at their feet. Spies who are [[Disguise/ko]]d or [[Cloak/ko]]ed are not affected by this. |
− | Players cannot normally use the enemy team's Teleporters. However, [[Spy/ko|Spies]] can use enemy Teleporters, even while [[ | + | Players cannot normally use the enemy team's Teleporters. However, [[Spy/ko|Spies]] can use enemy Teleporters, even while [[Cloak/ko]]ed or undisguised. |
− | Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy Exit or a friendly Exit used by an enemy Spy) results in a fatal [[ | + | Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy Exit or a friendly Exit used by an enemy Spy) results in a fatal [[telefrag/ko]]. |
The {{botignore/ko|building}} Engineer earns [[Scoreboard/ko|half of a point]] each time a team member other than himself uses his Teleporter. | The {{botignore/ko|building}} Engineer earns [[Scoreboard/ko|half of a point]] each time a team member other than himself uses his Teleporter. | ||
− | Players who are carrying the [[ | + | Players who are carrying the [[Intelligence/ko]] cannot use a Teleporter. |
;Destruction | ;Destruction | ||
Line 49: | Line 49: | ||
;Sapping | ;Sapping | ||
− | If a Spy places a [[ | + | If a Spy places a [[Sapper/ko]] on one end, another Sapper is automatically placed on the other end, if it exists. In turn, any team Engineer can remove both Sappers by destroying the Sapper on either Teleporter. Team Engineers may then proceed to repair either or both ends of the Teleporter system by using his Wrench. However, since the Spy can place an infinite amount of Sappers on either the Entrance or the Exit of the Teleporter, an Engineer may not be able to fully repair the Teleporter system before another Sapper is placed upon it. This will result in the entire system being destroyed unless the Spy is disposed of. |
;Mann vs. Machine | ;Mann vs. Machine | ||
− | In [[Mann vs. Machine (game mode)/ko|Mann vs. Machine mode]], Teleporters can be upgraded at [[ | + | In [[Mann vs. Machine (game mode)/ko|Mann vs. Machine mode]], Teleporters can be upgraded at [[Upgrade Station/ko]]s to increase their health and activate the ability to teleport in both directions, allowing one to stand on the Exit and teleport to the Entrance (in which case the rotation of the Entrance will affect the direction of players teleporting "backward"). Using an [[Power Up Canteen/ko|Upgrade Buildings Canteen]] will also instantly upgrade Teleporters to Level 3. |
{{Weapon Demonstration|weapon=teleporter}} | {{Weapon Demonstration|weapon=teleporter}} | ||
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'''{{Patch name|6|11|2014}} #1''' | '''{{Patch name|6|11|2014}} #1''' | ||
* Fixed an exploit where Teleporters could build up a large amount of health. | * Fixed an exploit where Teleporters could build up a large amount of health. | ||
− | * {{undocumented}} [[ | + | * {{undocumented}} [[Bread/ko]] props now sometimes spawn when using a Teleporter. |
'''{{Patch name|8|29|2016}}''' | '''{{Patch name|8|29|2016}}''' | ||
* Fixed Sappers sometimes only being applied to one Engineer teleporter. | * Fixed Sappers sometimes only being applied to one Engineer teleporter. | ||
− | '''{{Patch name|12|21|2016}}''' ([[ | + | '''{{Patch name|12|21|2016}}''' ([[Smissmas 2016/ko]]) |
* Fixed not clearing the teleport condition for players who have their teleport interrupted before the teleport is complete | * Fixed not clearing the teleport condition for players who have their teleport interrupted before the teleport is complete | ||
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* 드물게, 텔레포터가 옆으로 선 모습이 되기도 합니다. 실제 기능에는 영향을 미치지 않습니다. | * 드물게, 텔레포터가 옆으로 선 모습이 되기도 합니다. 실제 기능에는 영향을 미치지 않습니다. | ||
* 가끔 텔레포터의 원형 판 효과가 텔레포터 위에 평평히 올려저 있지 않고 수직으로 선 모습이 되기도 합니다. | * 가끔 텔레포터의 원형 판 효과가 텔레포터 위에 평평히 올려저 있지 않고 수직으로 선 모습이 되기도 합니다. | ||
− | * If two opposite-color Teleporters are placed next to each other, a [[ | + | * If two opposite-color Teleporters are placed next to each other, a [[Sentry Gun/ko]] the same color as the Teleporter nearest to it will not be able to target the further opposite-color teleporter. This can lead to players being teleported through and immediately being fired at by the Sentry Gun.<!--This may or may not be a bug, as Sentry Guns work off of field of vision; thus they do not see the enemy Teleporter.--> |
− | * Rarely, a Teleporter will get 1 or 2 Health points over the max limit of the level's health, which will count as [[ | + | * Rarely, a Teleporter will get 1 or 2 Health points over the max limit of the level's health, which will count as [[Overheal/ko]] on the Building. |
** Sometimes this doesn't affect the other end of the Teleporter. | ** Sometimes this doesn't affect the other end of the Teleporter. | ||
== 상식 == | == 상식 == | ||
− | * According to the ''Team Fortress'' [[ | + | * According to the ''Team Fortress'' [[comics/ko]], teleportation was invented under the effects of [[Australium]].<ref>[http://www.teamfortress.com/loosecanon/09.html Team Fortress comic Loose Canon]</ref> |
* Teleporters may have more health than other buildings in Mann vs. Machine mode.<!--This needs research; sometimes a Teleporter set without upgrades has the normal 216/217 health, while other times it has 310.--> | * Teleporters may have more health than other buildings in Mann vs. Machine mode.<!--This needs research; sometimes a Teleporter set without upgrades has the normal 216/217 health, while other times it has 310.--> | ||
− | * The spawning of [[ | + | * The spawning of [[Bread/ko]] props from Teleporters refers to the [[Love & War Update/ko]] when the [[Engineer/ko]] and [[Soldier/ko]] were teleporting bread in the video, "[[Expiration Date/ko]]". |
{{Anchor|Height}} | {{Anchor|Height}} | ||
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== 그 외 == | == 그 외 == | ||
− | *[[ | + | *[[Dispenser/ko]] |
− | *[[ | + | *[[Sentry Gun/ko]] |
Revision as of 14:30, 8 January 2019
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— 헤비
|
” |
텔레포터, also known as Telemax 텔레포터, are a type of 구조물 produced by the Telemax 사, a division of TF 산업, that can be constructed by an 엔지니어 using the 건설 도구. 텔레포터 입구, 그리고 텔레포터 출구 이렇게 총 두개의 구조물로 이루어져 있으며, 이 두가지 구조물이 모두 건설된 후에 작동합니다. 텔레포터는 팀 색으로 칠해져 있으며, 작동 중일 때는 빠르게 회전하며 빛나는 원형의 판을 형성합니다.
플레이어가 완전히 충전된 텔레포터 입구에 올라서면, 빛이 번쩍이고 입자가 뿜어져 나오는 효과와 함께 즉시 텔레포터 출구로 이동합니다. 한 플레이어가 이용한 텔레포터는 잠시 재충전 시간을 거칩니다. 전선이 재보급 지점 코앞까지 밀리지 않은 이상, 텔레포터는 아군을 먼 거리까지 빠르게 이동시킬 수 있다는 점에서 핵심적인 기능을 합니다. 완전히 개선된 텔레포터는 걷는 것보다 수 배 빠르게 아군을 전방으로 복귀시켜 줄 수 있으며, 특수한 점프보다도 빠릅니다. 텔레포터 출구를 적절히 설치했다면 재빠른 충원으로 아군의 공격이나 수비의 흐름이 끊기지 않게 해 줄 수 있고, 적 진영에 잠입할 수도 있습니다.
When using a Teleporter after the 사랑과 전쟁 업데이트, forms of 빵 occasionally pop out of the center of it, referencing Expiration Date. Bread has no use and disappears after several seconds.
목차
기능
- Placement
The Teleporter Entrance and Exit each cost 50 metal to place with the Engineer's Build Tool (Construction PDA). While carrying and placing Teleporter ends, the Teleporter Entrance blueprint shows a large yellow arrow pointing down to the Entrance while the Teleporter Exit blueprint shows a similar arrow pointing up from the Exit. This is to visually distinguish the Entrance and the Exit while placing.
The Exit blueprint has an arrow labeled "Exit Direction". This arrow indicates the direction the exiting teammates face when they arrive at the Exit. By default, this arrow points away from the placing Engineer. However, the Teleporter Exit can be rotated by clicking the Engineer's secondary attack button before placing the building, with the blueprint arrow rotating to indicate the changing exit direction. The Teleporter Entrance can be rotated, too, although this has no effect on gameplay (except in Mann vs. Machine where the Entrance rotation controls the player's facing when teleporting in reverse direction using the 2-Way Teleporters upgrade).
- Construction
Once placed, the end goes through a construction animation during which the building's health increases, reaching completion at 150 health. When completed, a Teleporter Entrance is instantly charged and ready for teleportation if there is an Exit available and constructed, but subsequent recharges will take ten seconds (or faster as the Teleporter's level is upgraded).
- Upgrading
Once an Entrance and Exit pair is completed, the Teleporter can be upgraded by any friendly Engineer, using 200 metal to upgrade the set to Level 2, and an additional 200 to upgrade to Level 3. Upgrading a Teleporter decreases the Entrance's recharge time by approximately half each level. Upgrading also further increases the set's health (to 180 and 216).
Upgrading one end of the Teleporter automatically upgrades the other end. However, if one end is destroyed, the remaining end reverts to Level 1. Although the model itself does not change when upgraded, the particles surrounding the Teleporter become faster and more intense, and the sounds it makes increases in pitch and volume. Higher level Teleporters can be heard from farther away and the number of beeps each Teleporter makes indicates the upgrade level.
- Operation
A charging Teleporter spins with increasing speed until completely recharged. Once recharged, any one teammate (or enemy Spy) standing on or stepping onto the Entrance is immediately teleported to the Exit. The Teleporter then automatically begins recharging.
Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting. This effect can reveal a Telporter location to the enemy. The effect is visible to the player when looking at their feet. Spies who are Disguise/kod or Cloak/koed are not affected by this.
Players cannot normally use the enemy team's Teleporters. However, Spies can use enemy Teleporters, even while Cloak/koed or undisguised.
Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy Exit or a friendly Exit used by an enemy Spy) results in a fatal telefrag/ko.
The Template:Botignore/ko Engineer earns half of a point each time a team member other than himself uses his Teleporter.
Players who are carrying the Intelligence/ko cannot use a Teleporter.
- Destruction
- Main Article: Building Destruction
Teleporters are destroyed when accumulated damage received by either end reduces the Teleporter health to zero. Destroyed Teleporters leave 50 metal worth of scrap on the ground (25 metal at each end), which can be collected by teammates for metal and/or ammo.
- Sapping
If a Spy places a Sapper/ko on one end, another Sapper is automatically placed on the other end, if it exists. In turn, any team Engineer can remove both Sappers by destroying the Sapper on either Teleporter. Team Engineers may then proceed to repair either or both ends of the Teleporter system by using his Wrench. However, since the Spy can place an infinite amount of Sappers on either the Entrance or the Exit of the Teleporter, an Engineer may not be able to fully repair the Teleporter system before another Sapper is placed upon it. This will result in the entire system being destroyed unless the Spy is disposed of.
- Mann vs. Machine
In Mann vs. Machine mode, Teleporters can be upgraded at Upgrade Station/kos to increase their health and activate the ability to teleport in both directions, allowing one to stand on the Exit and teleport to the Entrance (in which case the rotation of the Entrance will affect the direction of players teleporting "backward"). Using an Upgrade Buildings Canteen will also instantly upgrade Teleporters to Level 3.
시연 영상
텔레포터 단계
Level | 체력 | Cost (Metal) | Recharge time | |
---|---|---|---|---|
Without 유레카 효과 | With 유레카 효과 | |||
1 | 150 | 50 | 25 | 10초 |
2 | 180 | 250 | 125 | 5초 |
3 | 216 | 450 | 225 | 3초 |
관련 도전 과제
공통
|
Foundry
|
스카웃
|
파이로
|
|
데모맨
|
헤비
|
엔지니어
|
업데이트 내역
- Fixed bug with placement of Teleporters that could result in players being unable to move.
- Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact
- Engineer buildings now explode when the Engineer dies during sudden death.
- Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score
- Fixed some edge cases where grenades could go through player or buildings
- The Engineer's "build X" commands will now behave properly when bound directly to keys
- Engineers no longer earn points for using their own Teleporters.
- Fixed a bug in scoring Engineer building destruction.
- Fixed exploit that allowed players to teleport with the intelligence
- Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones
- Fixed the teleporter's player shaped particles not drawing.
- Sapped buildings now take slightly less damage from the Spy who sapped them.
- Added server log entry for buildings destroyed by their owner
- Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
- Fixed Engineer being able to detonate buildings that are being sapped.
2008년 4월 29일 패치 (Gold Rush Update)
- Teleporter effect no longer shows up on invisible or disguised Spies.
- Fixed "times used" entry in Teleporters maxing out at 32.
- Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
- Teleporters can now be upgraded to level three. It will recharge faster the higher level it is.
- Added teleporter sounds for level 2 and 3 Teleporters.
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.
2009년 2월 24일 패치 (The Scout Update)
- Added new sounds for upgraded Teleporters.
2009년 5월 21일 패치 (Sniper vs. Spy Update)
- Spies can now use enemy Teleporters.
- Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled.
- Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin).
2009년 8월 13일 패치 (Classless Update)
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
- Fixed being able to burn buildings that are in the water while standing outside the water.
- Fixed teleporting Spies getting stuck in enemy players standing on the exit.
- Fixed server log not listing telefrag kills as weapon "telefrag".
2010년 4월 29일 패치 (119th Update)
- Fixed Teleporters not reverting to level 1 when their other side is destroyed.
- Fixed Teleporter exit using the wrong particle effect.
- Fixed the Engineer being able to build more than 1 of each type of building.
2010년 7월 8일 패치 (Engineer Update)
- Engineers can now pickup & move their buildings.
- Fixed a server crash related to carrying buildings.
- Fixed a bug that allowed sapped buildings to be picked up by the Engineer
- Fixed a bug where players would go into reference poses when switching classes while carrying a building.
- Engineers can no longer pick up buildings while stunned or in loser state.
- Fixed a server crash in the player death code, related to building carrying.
- Fixed a server crash related to carrying buildings at round start.
- Fixed players picking up buildings before a round has started.
- Fixed a problem with not being able to pick-up buildings in Arena mode.
- Fixed a bug where Teleporters could be given more than their normal amount of health.
- Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.
- [언급되지 않음] Several particle effects, including Teleporters, were altered to appear brighter. These changes do not apply to ATI graphics card users and some others.
- Fixed teleporter progress being displayed incorrectly after upgrading a teleporter while it was recharging
- Fixed being able to place buildings in nobuild zones
- Fixed Sappers attaching incorrectly to Teleporters that are still building
- [언급되지 않음] Teleporters now have an upgrade animation. If unconnected, its active rings glow for a moment as if connected. If connected, it temporarily appears disabled.
- [언급되지 않음] Teleporter Exits now point towards their Entrance.
- [언급되지 않음] Teleporters can no longer be wrenched during an upgrade animation.
- Fixed a bug where you could come out of a teleporter facing the wrong way in VR mode mode.
- Fixed an exploit where Teleporters could build up a large amount of health.
- [언급되지 않음] Bread/ko props now sometimes spawn when using a Teleporter.
- Fixed Sappers sometimes only being applied to one Engineer teleporter.
2016년 12월 21일 패치 (Smissmas 2016/ko)
- Fixed not clearing the teleport condition for players who have their teleport interrupted before the teleport is complete
- Fixed Teleporters teleporting players that respawn or change team during the teleport animation
- This fixes an exploit possible when playing on some "instant respawn" community servers
버그
- 물 속에서는 플레이어가 '서 있는' 것이 불가능하므로 텔레포터 입구를 이용할 수 없습니다.
- 텔레포터 출구가 크게 기울어진 경사로, 특정한 소품의 경계 범위 안, 혹은 물리적 성질을 가진 투사체 근처에 설치된 경우, 텔레포트를 시도하면 출구가 파괴되고 플레이어는 텔레포트에 실패합니다. 이는 플레이어가 텔레포트하다가 물체에 끼는 현상을 방지하기 위한 조치가 너무 넓게 작용하여 일어나는 현상으로 보입니다.
- 가끔, 텔레포터가 두 개의 벽이 맞붙은 좁은 공간에 설치되었을 경우, 텔레포터를 사용한 플레이어가 출구에서 움직이지 못하는 현상이 발생합니다.[1]
- 텔레포터 입구를 경사로 맨 위에 설치하고, 출구를 바로 앞에 설치하여 출구가 입구 밑에 있게 하면 텔레포터를 사용한 플레이어가 입구에 끼어 계속 텔레포트하게 됩니다.
- 드물게, 플레이어가 텔레포터를 사용하는 도중 출구가 파괴되면 맵 밖에 갇히는 현상이 생깁니다.
- Mann 대 기계 모드의 텔레포터는 가끔 구조물 체력 개선이 중복되어 같은 단계의 다른 구조물보다 체력이 많아지는 현상이 생깁니다.
- 개선된 텔레포터는 '개선 애니메이션'을 수행하느라 플레이어를 텔레포트하려다가 실패하기도 합니다.
- 드물게, 텔레포터가 옆으로 선 모습이 되기도 합니다. 실제 기능에는 영향을 미치지 않습니다.
- 가끔 텔레포터의 원형 판 효과가 텔레포터 위에 평평히 올려저 있지 않고 수직으로 선 모습이 되기도 합니다.
- If two opposite-color Teleporters are placed next to each other, a Sentry Gun/ko the same color as the Teleporter nearest to it will not be able to target the further opposite-color teleporter. This can lead to players being teleported through and immediately being fired at by the Sentry Gun.
- Rarely, a Teleporter will get 1 or 2 Health points over the max limit of the level's health, which will count as Overheal/ko on the Building.
- Sometimes this doesn't affect the other end of the Teleporter.
상식
- According to the Team Fortress comics/ko, teleportation was invented under the effects of Australium.[2]
- Teleporters may have more health than other buildings in Mann vs. Machine mode.
- The spawning of Bread/ko props from Teleporters refers to the Love & War Update/ko when the Engineer/ko and Soldier/ko were teleporting bread in the video, "Expiration Date/ko".
Dimensions
- The Teleporter height is 130 Pixels tall (16.06 inches, or 1.34 feet).
- The Teleporter horizontal dimensions (from a top view) are 450 Pixels (55.58 inches or 4.63 feet) by 370 Pixels (45.70 inches or 3.81 feet).
갤러리
참고 자료
그 외