The One-Way Teleporter warps the player to an exit where they cannot return.
Verson 1.4/1.5 One-Way Teleporter
Create a teleporter sector, and a destination sector. They do not have to be the same size or shape. The destination sector should be small to avoid unintentional telefragging accidents. Place an S[Channel,7]
in the teleporting sector. The palette value of the S
determines the teleporter's behaviour. If the palette value is anything
greater than 0, the teleporter will not flash or play sound effects when
it is used. Place an S[Channel,23]
in the destination sector, and move it to the exact location (and
optionally the height) at which you want the player to exit. The angle
of the S
determines the angle which the player will be facing upon exiting the teleporter.
Note: A player's movement will not be momentarily halted after using this type of teleporter. The motion is continuous, which helps to suppress any suspicions of teleportation from the player.
Version 1.3d One-Way Teleporter
This trick allows One-Way Teleporters to be utilized in Duke Nukem v1.3d. Create two regular teleporting sectors, each containing an S[Channel,7]
. Submerge one of the teleporter's S
sprites at least half-way (two units) into the ground (use PGDN
, not the C
key). That teleporter will now act as a One-Way Teleporter exit. Note that the teleporter will still flash and play sound effects, and the angle of the submerged S
will still affect the player's exit angle.
Note: Because this trick is based on a standard teleporter, a player's movement will be momentarily halted after using this type of teleporter.