A teleporter instantly transports a player from
one location to another when he enters it. Teleporters in Halo 2 can be one way (restricting
travel in one direction) or two way.
A teleporter is composed of three object types
placed using Halo 2
Sapien. The objects that comprise a teleporter are the visible
teleporter object (.scenery), a light (.light) that gives the
surrounding geometry the green glow from the teleporter model, and
the netgame flags that make up the teleporter source and
destination targets.
To create a two-way teleporter, place the visible
teleporter model objects for the entry point (source) and the exit
point (destination).
To create a two-way teleporter
1.
In Sapien, open the scenario.
2.
In the Hierarchy Pane, click the Mission folder, the Objects folder, the Scenery folder, and then
Edit Palettes.
3.
In the Select
Object Type window, select Scenery in the Object Class drop-down list, and
then click Add.
4.
Browse to the teleporter scenery you want to add
(typically, in \tags\objects\multi\2way_teleporter.scenery),
click Add, and then
click Done.
5.
In the Game
Window, right-click to place the teleporter.
If the .scenery object placed has no type
assigned, use the drop-down list to select 2way_teleporter. Right-click in
the Game Window to place another teleporter model.
Note:
The 2way_teleporter.scenery model has two variants. In the
Properties Palette, there is a Variant Name box for the .scenery
object; if this is blank or set to Base, then the two-way
teleporter model with a base and top will be used. If the Variant
Name box has Receiver entered, then only the base will appear. This
is the one-way teleporter exit model.
Netgame Flags
With the models in place, you can set the netgame
flags that define the entrance or sources (src) and an exit or
destinations (dest) for the teleporter. For a two-way teleporter,
you need four netgame flags total (two source and two
destination).
To place a teleporter entrance
1.
In the Hierarchy Pane, click the Mission folder, the Game Data folder, the Netgame Flags folder, and then
select Teleporter(src).
2.
In the Game
Window, right-click to place a teleporter(src) on the teleporter
model.
3.
In the Properties
Palette, set the Facing box to the opposite
direction the player will enter the teleporter.
4.
In the Properties
Palette, set the Identifier box to 0.
The Identifier box links two teleporters together.
Next, place the target destination, or exit, for
the teleporter.
To place a teleporter exit
1.
In the Hierarchy Pane, click the Mission folder, the Game Data folder, the Netgame Flags folder, and then
select Teleporter(dest).
2.
In the Game
Window, right-click to place a teleporter(dest).
3.
In the Properties
Palette, set the Facing box to the same direction
the player will exit the teleporter.
4.
In the Properties
Palette, set the Identifier box to 0.
The teleporter is now one way. To make it a
two-way teleporter, follow the preceding steps, but reverse the
placement of the netgame flags. Add a Teleporter(src) at the
location of the Teleporter(dest) that was first added, and then add
a Teleporter(dest) at the location of the Teleporter(src). Make
sure to group this set of teleporter netgame flags together by
setting their Identifier
box to 1 in the
Properties Palette. (If
you add another teleporter set, set the Identifier box to 2 and so forth).
You have now created a two-way teleporter, where
the player can enter one teleporter and exit at another location
but go back through that teleporter exit and return to the original
teleporter location where he entered.
Teleporter
Lighting
To add a light to the teleporter
1.
In the Hierarchy Pane, click the Mission folder, the Lighting Data folder, the
Lights folder, and then
Edit Palettes.
2.
In the Select
Object Type window, select Light in the Object Class drop-down list, and
then click Add.
3.
Browse to the teleporter light you want to add
(typically, in \tags\scenarios\objects\lights\multi\mp_sphere_teleporter.light),
click Add Tags, and then
click Done.
4.
In the Game
Window, right-click to place the light.
5.
If the .light object placed has a type of none, then use
the drop-down list to select mp_sphere_teleporter.
6.
To adjust the light radius, go to the Flags box and select the
Custom Geometry check
box located in the Properties Palette for the light.
While pressing ALT and
the left mouse button, move the mouse to adjust the size of the
light radius (when the light is selected and ALT is held, the light
Manipulation Gizmo turns yellow). Once you are done positioning the
light and scaling its lighting radius, place additional lights
around the remaining teleporter models.
Note:
You must relight the level to see the lights that were added to the
teleporters.
Save your .scenario file, create a new .map cache
file, and then run the level in the game to test the two-way
teleporter.