Difference between revisions of "Teleporters/es"
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+ | {{DISPLAYTITLE:Teleportadores}} | ||
{{featured article tag}} | {{featured article tag}} | ||
− | {{ | + | {{stub}} |
+ | [[Image:Engybuild.png|right|350px|El Engineer preparando un Teleportador]] | ||
{{Quotation|'''El Heavy''' |Ingeniero Honra a Equipo!!|sound=Heavy_thanksfortheteleporter03_es.wav}} | {{Quotation|'''El Heavy''' |Ingeniero Honra a Equipo!!|sound=Heavy_thanksfortheteleporter03_es.wav}} | ||
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− | Los '''Teleportadores''' son un tipo de | + | Los '''Teleportadores''', también conocidos como '''''Telemax Teleporters''''', son un tipo de [[Buildings/es|construcción]], producido por [[List of companies/es|Telemax Corporation]], una división de [[TF Industries/es|TF Industries]], que puede ser construido por el [[Engineer/es|Engineer]] usando su [[PDA/es|Herramienta de Construcción]]. Dos componentes hacen un conjunto de Teleportadores completo y funcional: el '''Teleportador de entrada''' y el '''Teleportador de salida'''. Ambos extremos aparecen como dispositivos del color del equipo que rotan rápidamente para formar una plataforma circular brillante. |
+ | |||
+ | Los jugadores que se paren sobre un Teleportador de entrada cargado son instantáneamente transportados al Teleportador de salida correspondiente en un flash de luces y partículas. Luego de un breve período de recarga, otro compañero puede ser teleportado. Con la capacidad de transportar compañeros a cualquier distancia rápidamente, los Teleportadores son un componente esencial para cualquier equipo que no esté defendiendo su entrada: al estar mejorado al máximo, los compañeros que reaparecen pueden volver al frente de batalla mucho más rápido que al caminar o incluso con [[Jumping/es|saltos especiales]]. El empuje ofensivo o la defensa de un equipo puede desmoronarse si carece de refuerzos rápidos, mientras que uno con una Salida colocada razonablemente puede aplicar una presión constante o incluso colarse en el territorio del enemigo desprevenido. | ||
+ | |||
+ | Luego de la actualización [[Love & War Update|Amor & Guerra]], al usar un Teleportador, algunos [[bread/es|panes]] ocasionalmente saldrán del centro, referenciando a [[Expiration Date/es|Fecha de Caducidad]]. Estos panes no tiene uso y desaparecerán luego de algunos segundos. | ||
+ | |||
+ | ==Funcionalidad== | ||
+ | ;Colocación | ||
+ | The Teleporter Entrance and Exit each cost 50 [[metal]] (25 with the [[Eureka Effect]] equipped) 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 ([[List of default keys|Default key]]: {{key|MOUSE2}}) before placing the {{botignore|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 (game mode)|Mann vs. Machine]] where the Entrance rotation controls the player's facing when teleporting in reverse direction using the [[Upgrade Station#Buildings|2-Way Teleporters]] upgrade). | ||
+ | |||
+ | A Teleporter cannot be placed on an objective, such as the [[Control point (objective)|control point]]. | ||
+ | |||
+ | [[File:Telespin.jpg|right|thumb|Teleporter (top-down view)]] | ||
+ | [[File:Tele_inactive_red.png|right|thumb|Inactive Teleporter (top-down view)]] | ||
+ | ;Construcción | ||
+ | Once placed, the end goes through a construction animation during which the {{botignore|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). | ||
+ | |||
+ | ;Mejora | ||
+ | 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. | ||
− | + | Equipping the Eureka Effect will reduce the cost to upgrade the Teleporter to 100 metal for each upgrade. | |
− | + | ;Operación | |
+ | 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 Teleporter location to the enemy. The effect is visible to the player when looking at their feet. Spies who are [[Disguise]]d or [[Cloak]]ed are not affected by this. | |
− | |||
− | |||
− | + | Players cannot normally use the enemy team's Teleporters. However, [[Spy|Spies]] can use enemy Teleporters, even while [[Cloak]]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 [[telefrag]]. | ||
+ | |||
+ | The {{botignore|building}} Engineer earns [[Scoreboard|half of a point]] each time a team member other than himself uses his Teleporter. | ||
+ | |||
+ | Players who are carrying the [[Intelligence]] cannot use a Teleporter. | ||
+ | |||
+ | ;Destrucción | ||
+ | :''Main Article: [[Buildings#Destruction|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. | ||
+ | |||
+ | ;Saboteo | ||
+ | If a Spy places a [[Sapper]] 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 contra Máquinas | ||
+ | In [[Mann vs. Machine (game mode)|Mann vs. Machine mode]], Teleporters can be upgraded at [[Upgrade Station]]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|Upgrade Buildings Canteen]] will also instantly upgrade Teleporters to Level 3. | ||
{{Weapon Demonstration|weapon=teleporter}} | {{Weapon Demonstration|weapon=teleporter}} | ||
− | == Niveles | + | == Niveles del Teleportador == |
− | { | + | {{Teleporter level}} |
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==Logros Relacionados== | ==Logros Relacionados== | ||
Line 67: | Line 91: | ||
}} | }} | ||
− | == Historial de | + | == Historial de actualización == |
{{Update history|'''{{Patch name|10|5|2007}}''' | {{Update history|'''{{Patch name|10|5|2007}}''' | ||
* Reparado un exploit relaccionado con la puerta del spawn y los teleportadores | * Reparado un exploit relaccionado con la puerta del spawn y los teleportadores | ||
+ | |||
+ | '''{{Patch name|10|5|2007}}''' | ||
+ | * Fixed teleporter/[[spawn]] doorway [[exploit]]. | ||
+ | |||
+ | '''{{Patch name|10|9|2007}}''' | ||
+ | * Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact | ||
+ | |||
+ | '''{{Patch name|10|25|2007}}''' | ||
+ | * 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 | ||
'''{{Patch name|11|7|2007}}''' | '''{{Patch name|11|7|2007}}''' | ||
− | * | + | * Engineers no longer earn points for using their own Teleporters. |
+ | * Fixed a bug in scoring Engineer {{botignore|building}} destruction. | ||
+ | * Fixed exploit that allowed players to teleport with the intelligence | ||
+ | |||
+ | '''{{Patch name|11|21|2007}}''' | ||
+ | * Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones | ||
'''{{Patch name|12|20|2007}}''' | '''{{Patch name|12|20|2007}}''' | ||
− | * | + | * Fixed the teleporter's player shaped particles not drawing. |
+ | * Sapped buildings now take slightly less damage from the Spy who sapped them. | ||
+ | * {{Undocumented}} Fixed model exploit in stage one allowing [[Sentry Gun]]/Teleporter to be placed behind chain link fence on [[Dustbowl]]. | ||
− | '''{{Patch name|4|29|2008}}''' ( | + | '''{{Patch name|2|14|2008}}''' |
− | * | + | * Added server log entry for buildings destroyed by their owner |
− | * | + | |
+ | '''{{Patch name|2|28|2008}}''' | ||
+ | * Changed Engineer buildings to detonate when a player disconnects instead of blinking out. | ||
+ | * Fixed Engineer being able to detonate buildings that are being sapped. | ||
+ | |||
+ | '''{{Patch name|4|29|2008}}''' ({{update link|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 | ||
'''{{Patch name|12|11|2008}}''' | '''{{Patch name|12|11|2008}}''' | ||
− | * | + | * Teleporters can now be upgraded to level three. It will recharge faster the higher level it is. |
'''{{Patch name|12|15|2008}}''' | '''{{Patch name|12|15|2008}}''' | ||
− | * | + | * Added teleporter sounds for level 2 and 3 Teleporters. |
'''{{Patch name|1|28|2009}}''' | '''{{Patch name|1|28|2009}}''' | ||
− | * | + | * Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit. |
+ | |||
+ | '''{{Patch name|2|24|2009}}''' ({{update link|Scout Update}}) | ||
+ | * Added new sounds for upgraded Teleporters. | ||
+ | |||
+ | '''{{Patch name|4|20|2009}}''' | ||
+ | * Added a "player_teleported" game event that is sent when a player is teleported. | ||
− | '''{{Patch name| | + | '''{{Patch name|5|21|2009}}''' ({{update link|Sniper vs. Spy Update}}) |
− | * | + | * Spies can now use enemy Teleporters. |
'''{{Patch name|5|29|2009}}''' | '''{{Patch name|5|29|2009}}''' | ||
− | * | + | * Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled. |
'''{{Patch name|6|23|2009}}''' | '''{{Patch name|6|23|2009}}''' | ||
− | * | + | * Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin). |
+ | |||
+ | '''{{Patch name|8|13|2009}}''' ({{update link|Classless Update}}) | ||
+ | * Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist. | ||
'''{{Patch name|8|31|2009}}''' | '''{{Patch name|8|31|2009}}''' | ||
− | * | + | * 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". | ||
+ | |||
+ | '''{{Patch name|4|29|2010}}''' ({{update link|119th Update}}) | ||
+ | * Fixed Teleporters not reverting to level 1 when their other side is destroyed. | ||
+ | * Fixed Teleporter exit using the wrong particle effect. | ||
+ | |||
+ | '''{{Patch name|4|30|2010}}''' | ||
+ | * Fixed the Engineer being able to build more than 1 of each type of building. | ||
+ | |||
+ | '''{{Patch name|7|8|2010}}''' ({{update link|Engineer Update}}) | ||
+ | * Engineers can now pickup & move their buildings. | ||
+ | * Fixed a server crash related to carrying buildings. | ||
+ | |||
+ | '''{{Patch name|7|9|2010}}''' | ||
+ | * 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. | ||
+ | |||
+ | '''{{Patch name|7|13|2010}}''' | ||
+ | * Fixed a server crash related to carrying buildings at round start. | ||
+ | * Fixed players picking up buildings before a round has started. | ||
+ | |||
+ | '''{{Patch name|7|19|2010}}''' | ||
+ | * Fixed a problem with not being able to pick-up buildings in [[Arena|Arena mode]]. | ||
+ | * Fixed a bug where Teleporters could be given more than their normal amount of health. | ||
+ | |||
+ | '''{{Patch name|12|2|2010}}''' | ||
+ | * Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console. | ||
+ | |||
+ | '''{{Patch name|2|22|2011}}''' | ||
+ | * {{Undocumented}} Several particle effects, including Teleporters, were altered to appear brighter. These changes do not apply to ATI graphics card users and some others. | ||
− | '''{{Patch name|4| | + | '''{{Patch name|9|15|2011}}''' |
− | * | + | * Fixed teleporter progress being displayed incorrectly after upgrading a teleporter while it was recharging |
− | * | + | |
+ | '''{{Patch name|4|17|2012}}''' | ||
+ | * Fixed being able to place buildings in nobuild zones | ||
+ | |||
+ | '''{{Patch name|8|2|2012}}''' | ||
+ | * Fixed Sappers attaching incorrectly to Teleporters that are still building | ||
+ | * {{undocumented}} Teleporters now have an upgrade animation. If unconnected, its active rings glow for a moment as if connected. If connected, it temporarily appears disabled. | ||
+ | * {{undocumented}} Teleporter Exits now point towards their Entrance. | ||
+ | * {{undocumented}} Teleporters can no longer be wrenched during an upgrade animation. | ||
+ | |||
+ | '''{{Patch name|4|18|2013}}''' | ||
+ | * Fixed a bug where you could come out of a teleporter facing the wrong way in [[Oculus Rift User Guide|VR mode]]. | ||
+ | |||
+ | '''{{Patch name|6|11|2014}} #1''' | ||
+ | * Fixed an exploit where Teleporters could build up a large amount of health. | ||
+ | * {{undocumented}} [[Bread]] props now sometimes spawn when using a Teleporter. | ||
+ | |||
+ | '''{{Patch name|7|7|2016}} #1''' ({{update link|Meet Your Match Update}}) | ||
+ | * Level 1 Teleporters now cost 50 metal (previously 125). | ||
+ | |||
+ | '''{{Patch name|8|29|2016}}''' | ||
+ | * Fixed Sappers sometimes only being applied to one Engineer teleporter. | ||
+ | |||
+ | '''{{Patch name|12|21|2016}} #1''' ({{update link|Smissmas 2016}}) | ||
+ | * Fixed not clearing the teleport condition for players who have their teleport interrupted before the teleport is complete. | ||
'''{{Patch name|6|2|2017}}''' | '''{{Patch name|6|2|2017}}''' | ||
− | * | + | * 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.}} |
− | + | ||
+ | == Errores == | ||
+ | * It is impossible to use an Entrance that is [[Water|underwater]], as the game will not see you as standing on top of it. | ||
+ | * If a Teleporter Exit is on a significantly sloped ground, within the bounding box of certain props (typically large and/or rotated), or has a physical [[Projectiles|projectile]] nearby, any attempts to teleport will instead destroy the Exit and leave the player on the Entrance. This appears to be a too-sensitive safeguard against getting stuck in objects by teleporting. | ||
+ | * Sometimes when a Teleporter is placed in a tight corner of two walls, any player that uses the Teleporter will travel through but be stuck at the Exit .<ref>[http://cloud.steampowered.com/ugc/596984122146290393/4EB5AEFD14759F0308F1417D9766BCB9FD2E3AFB In-game screenshot]</ref> | ||
+ | * Placing a Teleporter Entrance at the top of a slope with the Exit in the spot on the slope directly in front of it (so that the Exit is beneath the Entrance ) will cause the teleporting player to get stuck in the Entrance and constantly teleport into the Exit . | ||
+ | * Rarely, a player will be stuck outside of the map if the Exit is destroyed while a player is using it. | ||
+ | <!--* After placing and fully upgrading both Teleporter parts, if the Exit is picked up and placed back before the Engineer destroys the Entrance to build it up and upgrade again, it will cause the Teleporters' health to stack up, as if it wasn't upgraded.<ref>[http://youtu.be/6_Pd3DHSrBo Youtube video]</ref>--> | ||
+ | * Teleporters in [[Mann vs. Machine]] sometimes apply the Building Health upgrade too many times, resulting in having more health than other buildings of the same level. | ||
+ | * Levelled-up Teleporters may attempt to and fail at teleporting players as they progress through their "upgrade animations". | ||
+ | * In rare cases, the Teleporter will appear sideways when built. This glitch does not affect the Teleporter in any way. | ||
+ | * Sometimes the Teleporter circle effects can appear upright instead of flat on top of the teleporter.<ref>https://youtu.be/lnjtm6wem38?t=19</ref> | ||
+ | * If two opposite-color Teleporters are placed next to each other, a [[Sentry Gun]] 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 [[Overheal]] on the Building. | ||
+ | ** Sometimes this doesn't affect the other end of the Teleporter. | ||
==Curiosidades== | ==Curiosidades== | ||
− | * | + | * According to the ''Team Fortress'' [[comics]], teleportation was invented under the effects of [[Australium]].<ref>[http://www.teamfortress.com/loosecanon/09.html Team Fortress comic Loose Canon]</ref> |
− | + | * The spawning of [[Bread]] props from Teleporters refers to the [[Love & War Update]] when the [[Engineer]] and [[Soldier]] were teleporting bread in the video, "[[Expiration Date]]". | |
− | * | ||
− | == Véase | + | == {{Anchor|Height}}Dimensiones == |
− | * [[ | + | * The Teleporter height is 130 Pixels tall (16.06 inches, or 1.34 feet)(0.40 metres). |
+ | * The Teleporter horizontal dimensions (from a top view) are 450 Pixels (55.58 inches, or 4.63 feet)(1.41 metres) by 370 Pixels (45.70 inches, or 3.81 feet)(1.16 metres). | ||
+ | |||
+ | == Galería == | ||
+ | <gallery> | ||
+ | File:Killicon tool chest.png|Icon for a hauled item being destroyed via the Engineer's death. | ||
+ | File:Teleporter.png|Destroyed Teleporter | ||
+ | </gallery> | ||
+ | |||
+ | == Referencias == | ||
+ | <references/> | ||
+ | |||
+ | == Véase también == | ||
+ | *[[Dispenser/es|Dispensador]] | ||
+ | *[[Sentry Gun/es|Arma Centinela]] | ||
{{Engineer Nav}} | {{Engineer Nav}} | ||
+ | |||
[[Category:Buildings/es]] | [[Category:Buildings/es]] |
Revision as of 17:20, 24 December 2020
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Los Teleportadores, también conocidos como Telemax Teleporters, son un tipo de construcción, producido por Telemax Corporation, una división de TF Industries, que puede ser construido por el Engineer usando su Herramienta de Construcción. Dos componentes hacen un conjunto de Teleportadores completo y funcional: el Teleportador de entrada y el Teleportador de salida. Ambos extremos aparecen como dispositivos del color del equipo que rotan rápidamente para formar una plataforma circular brillante.
Los jugadores que se paren sobre un Teleportador de entrada cargado son instantáneamente transportados al Teleportador de salida correspondiente en un flash de luces y partículas. Luego de un breve período de recarga, otro compañero puede ser teleportado. Con la capacidad de transportar compañeros a cualquier distancia rápidamente, los Teleportadores son un componente esencial para cualquier equipo que no esté defendiendo su entrada: al estar mejorado al máximo, los compañeros que reaparecen pueden volver al frente de batalla mucho más rápido que al caminar o incluso con saltos especiales. El empuje ofensivo o la defensa de un equipo puede desmoronarse si carece de refuerzos rápidos, mientras que uno con una Salida colocada razonablemente puede aplicar una presión constante o incluso colarse en el territorio del enemigo desprevenido.
Luego de la actualización Amor & Guerra, al usar un Teleportador, algunos panes ocasionalmente saldrán del centro, referenciando a Fecha de Caducidad. Estos panes no tiene uso y desaparecerán luego de algunos segundos.
Índice
Funcionalidad
- Colocación
The Teleporter Entrance and Exit each cost 50 metal (25 with the Eureka Effect equipped) 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 (Default key: MOUSE2) 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).
A Teleporter cannot be placed on an objective, such as the control point.
- Construcción
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).
- Mejora
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.
Equipping the Eureka Effect will reduce the cost to upgrade the Teleporter to 100 metal for each upgrade.
- Operación
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 Teleporter location to the enemy. The effect is visible to the player when looking at their feet. Spies who are Disguised or Cloaked are not affected by this.
Players cannot normally use the enemy team's Teleporters. However, Spies can use enemy Teleporters, even while Cloaked 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.
The building Engineer earns half of a point each time a team member other than himself uses his Teleporter.
Players who are carrying the Intelligence cannot use a Teleporter.
- Destrucción
- 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.
- Saboteo
If a Spy places a Sapper 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 contra Máquinas
In Mann vs. Machine mode, Teleporters can be upgraded at Upgrade Stations 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.
Demostración
Niveles del Teleportador
Nivel | Salud | Precio (Metal) | Tiempo de recarga | |
---|---|---|---|---|
Sin el Efecto Eureka | Con el Efecto Eureka | |||
1 | 150 | 50 | 25 | 10 segundos |
2 | 180 | 250 | 125 | 5 segundos |
3 | 216 | 450 | 225 | 3 segundos |
Logros Relacionados
Invalid parameter. See Template:Achiev type link for a list of valid parameters
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Scout
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Pyro
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Demoman
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Heavy
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Engineer
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Historial de actualización
- Reparado un exploit relaccionado con la puerta del spawn y los teleportadores
Parche del 5 de octubre de 2007
Parche del 9 de octubre de 2007
- Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact
Parche del 25 de octubre de 2007
- 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
Parche del 7 de noviembre de 2007
- 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
Parche del 21 de noviembre de 2007
- Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones
Parche del 20 de diciembre de 2007
- Fixed the teleporter's player shaped particles not drawing.
- Sapped buildings now take slightly less damage from the Spy who sapped them.
- [Sin documentar] Fixed model exploit in stage one allowing Sentry Gun/Teleporter to be placed behind chain link fence on Dustbowl.
Parche del 14 de febrero de 2008
- Added server log entry for buildings destroyed by their owner
Parche del 28 de febrero de 2008
- Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
- Fixed Engineer being able to detonate buildings that are being sapped.
Parche del 29 de abril de 2008 (Actualización de la Fiebre del Oro)
- 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
Parche del 11 de diciembre de 2008
- Teleporters can now be upgraded to level three. It will recharge faster the higher level it is.
Parche del 15 de diciembre de 2008
- Added teleporter sounds for level 2 and 3 Teleporters.
Parche del 28 de enero de 2009
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.
Parche del 24 de febrero de 2009 (Actualización del Scout)
- Added new sounds for upgraded Teleporters.
Parche del 20 de abril de 2009
- Added a "player_teleported" game event that is sent when a player is teleported.
Parche del 21 de mayo de 2009 (Actualización del Sniper contra el Spy)
- Spies can now use enemy Teleporters.
- Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled.
Parche del 23 de junio de 2009
- Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin).
Parche del 13 de agosto de 2009 (Actualización sin Clases)
- Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
Parche del 31 de agosto de 2009
- 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".
Parche del 29 de abril de 2010 (Actualización N.° 119)
- Fixed Teleporters not reverting to level 1 when their other side is destroyed.
- Fixed Teleporter exit using the wrong particle effect.
Parche del 30 de abril de 2010
- Fixed the Engineer being able to build more than 1 of each type of building.
Parche del 8 de julio de 2010 (Actualización del Engineer)
- 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.
Parche del 13 de julio de 2010
- Fixed a server crash related to carrying buildings at round start.
- Fixed players picking up buildings before a round has started.
Parche del 19 de julio de 2010
- 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.
Parche del 2 de diciembre de 2010
- Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.
Parche del 22 de febrero de 2011
- [Sin documentar] Several particle effects, including Teleporters, were altered to appear brighter. These changes do not apply to ATI graphics card users and some others.
Parche del 15 de septiembre de 2011
- Fixed teleporter progress being displayed incorrectly after upgrading a teleporter while it was recharging
Parche del 17 de abril de 2012
- Fixed being able to place buildings in nobuild zones
Parche del 2 de agosto de 2012
- Fixed Sappers attaching incorrectly to Teleporters that are still building
- [Sin documentar] Teleporters now have an upgrade animation. If unconnected, its active rings glow for a moment as if connected. If connected, it temporarily appears disabled.
- [Sin documentar] Teleporter Exits now point towards their Entrance.
- [Sin documentar] Teleporters can no longer be wrenched during an upgrade animation.
Parche del 18 de abril de 2013
- Fixed a bug where you could come out of a teleporter facing the wrong way in VR mode.
Parche del 11 de junio de 2014 #1
- Fixed an exploit where Teleporters could build up a large amount of health.
- [Sin documentar] Bread props now sometimes spawn when using a Teleporter.
Parche del 7 de julio de 2016 #1 (Actualización Meet Your Match)
- Level 1 Teleporters now cost 50 metal (previously 125).
Parche del 29 de agosto de 2016
- Fixed Sappers sometimes only being applied to one Engineer teleporter.
Parche del 21 de diciembre de 2016 #1 (Navidad 2016)
- 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.
Errores
- It is impossible to use an Entrance that is underwater, as the game will not see you as standing on top of it.
- If a Teleporter Exit is on a significantly sloped ground, within the bounding box of certain props (typically large and/or rotated), or has a physical projectile nearby, any attempts to teleport will instead destroy the Exit and leave the player on the Entrance. This appears to be a too-sensitive safeguard against getting stuck in objects by teleporting.
- Sometimes when a Teleporter is placed in a tight corner of two walls, any player that uses the Teleporter will travel through but be stuck at the Exit .[1]
- Placing a Teleporter Entrance at the top of a slope with the Exit in the spot on the slope directly in front of it (so that the Exit is beneath the Entrance ) will cause the teleporting player to get stuck in the Entrance and constantly teleport into the Exit .
- Rarely, a player will be stuck outside of the map if the Exit is destroyed while a player is using it.
- Teleporters in Mann vs. Machine sometimes apply the Building Health upgrade too many times, resulting in having more health than other buildings of the same level.
- Levelled-up Teleporters may attempt to and fail at teleporting players as they progress through their "upgrade animations".
- In rare cases, the Teleporter will appear sideways when built. This glitch does not affect the Teleporter in any way.
- Sometimes the Teleporter circle effects can appear upright instead of flat on top of the teleporter.[2]
- If two opposite-color Teleporters are placed next to each other, a Sentry Gun 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 on the Building.
- Sometimes this doesn't affect the other end of the Teleporter.
Curiosidades
- According to the Team Fortress comics, teleportation was invented under the effects of Australium.[3]
- The spawning of Bread props from Teleporters refers to the Love & War Update when the Engineer and Soldier were teleporting bread in the video, "Expiration Date".
Dimensiones
- The Teleporter height is 130 Pixels tall (16.06 inches, or 1.34 feet)(0.40 metres).
- The Teleporter horizontal dimensions (from a top view) are 450 Pixels (55.58 inches, or 4.63 feet)(1.41 metres) by 370 Pixels (45.70 inches, or 3.81 feet)(1.16 metres).