Creating Teleport / Teleports Difficulty: Beginner |
| Category: CS:S > Mapping | Author(s): nintendo2012 |

In this quick & simple tutorial, I will teach how to create a basic teleport for use in your Counter Strike: Source maps.
the Following Entities will be used in this tutorial,
Info_Target (Point Entity)
Placed in the location where we would like the player(s) to be teleported to.
Trigger_Teleport (Brush Entity)
Placed in the location where we will "trigger" the player(s) teleport sequence.
Let us start!
1. Select the Point Entity Creation Tool (See Image A.1)
2. In our Top Grid view, left click & place the Point Entity where we would like the player to be teleported.
(See Image A.2)
Next, Adjust the Height of the entity in either of the front, or side grid views until it is in the correct place, within the map.
3. Once we have the entity in proper location, hover the mouse pointer over the entity area in any grid view, and press Enter on the keyboard. (Or, right click on the entity and select, “Create Object”)
4. Now that we have the entity created, we must change it’s Class / Entity Type, to an Info_Target. So, with our entity selected, either press Alt+Enter, or with the Selection Tool, right click on our entity and choose ‘Properties’
5. In the object properties window, click the Class: Dropdown box arrow, and choose Info_Target as our entity.
(Located near the top left of our Object Properties window, See Image A.3)
Next, we must name the entity so we can target it later. Click the area for Name, underneath where we chose the entity class, then to the right, type teleport as our info_target name.
Keep in mind, if you have multiple teleports in your map, to name it something that is easy to remember and organize.
Now our teleport location is set up. Next, we must set up our trigger teleport brush entity.
Next, we must set up our Trigger_Teleport brush entity, so that when the player walks into the Trigger brush, it will send them to our Info_Target point entity.
6. First, Select the texture tools/toolstrigger from the Texture Browser, by clicking Browse, (See Image A.7) then in the filter area, near the bottom of the browser, type trigger and double-click the Orange texture with TRIGGER on it.
7. Once we have the trigger texture as our default for new brush work, Click the Brush Creation Tool. (See Image A.8)
8. Next, create a new brush just as you would with creating walls, crates, etc.. in the map. When sized correctly,
again, press Enter, or right click and choose “Create Object” to make the brush appear.
9. With the new world brush created and selected, Either press Control+T, or right click the brush in grid view
and select “Tie to Entity” Our object properties window for the new Brush Entity should then pop up.
10. For the object “Class”, Click the drop down arrow and choose Trigger_Teleport. (See Image A.9) Once we select
trigger_teleport for our new brush entity, click the Key Value “Remote Destination” and to the right, type in the
info_target’s name, in this case, it should be teleport. (See Image A.10) When finish, click Apply.
We now have both our Info_Target & Trigger_Teleport set up. Remember, as soon as the player touches the Trigger_Teleport Entity Brush, they will be teleported to the Info_Target. So make sure the size of your Trigger brush is properly set up.
-additional notes -
If you find a step to be confusing, or not working, please feel free to ask any questions or let me know what part is wrong. I hope this helps people set up teleports for use in their surf maps, and any other CS:Source custom map of choice. ;D Happy Teleporting!
-nintendo2012 |
| Added: 1 year ago | Tags: teleport, teleports, hammer, sdk, nintendo2012 |
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World 8-1 "U, U, D, D, L, R, L, R, B, A, Select, Start!" |
| Membership: On Request |
| Primary Skills: 3D Animation, 3D Art & Rendering, Compiling, Concept Art, Graphic Design, Mapping, Modelling, Motion Graphics, Texturing, UV Mapping |
| Inception: 2 years ago |
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