Table of Contents
Teleporters
How to create Teleporters
This guide shall show you how to create and configure Teleporters.
Creating Teleporters in game
For a teleporter you can use any item, that you can step on (that does not block the movement). You should choose items without basescripts to avoid accidental side effects. If you do not find a item with the desired ID, just use another item without basescripts (for example a wall) and change the ID (via info or 'set id'). After you created the item, add the script gate to the item ('addscript gate'). Make sure you have your staff_flag turned on and double click the item. In the gump, which is now shown, you can enter the coordinates of the target and set some special options (more information about them below). After closing the gump, the teleporter is ready.
Options for teleporter items
You can customize the behavoir of the teleporter by setting these tags:
- playersonly
If the teleporter has this tag (no matter what the value is) the teleporter will only teleport Player Chars (Pets will be teleported if ordered to follow the player). Useful for teleporters to monster locations - silent
If the teleporter has this tag (no matter what the value is) the teleporter will not display the puff animation and sound. - target
In the tag target the target of the teleporter is stored. Easier way to change the target is using the gump, that is shown when double-clicking the teleporter with staffflag turned on
Defining Teleporters
The second way to create teleporters is to define them in an xml script. Just add a line like this <teleporter source=“source coordinates” destination=“target coordinates” /> to a xml-file that is loaded by wolfpack. If you want the teleporter to work bothways you can add the attribute bothways=true.
Example:
<teleporter source="512,1559,0,0" destination="5394,127,0,0" bothways="true" /> <teleporter source="5513,176,5,0" destination="5540,187,0,0" />