Addon Entry

Now supporting the newest garrysmods.org

New : UserScript to add a search button to any garrysmod.org download page Script Page Install It!

Mirrors

There are no mirrors, request one in the comment section below.
File: Teleporter STool 1.2
Version: 0
Garrysmod.org URL: http://www.garrysmod.org/downloads/?a=view&id=93337
Description: I Updated The Teleporter tool :D

"UPDATES"
"Faster Teleport"
"Better Design"
"Longer Distance"
Beam me up, Scotty!

A Teleporter STool I made. Now you too can get to distant galaxies, planets, and houses across the street in mere milliseconds. I made this out of necessity just because the only other teleporters out there are buggy SENTs (see: GCombat's teleporter SENT), aren't released (see: JetBoom's Teleporter STool), or are unwieldy and aren't practical in most instances (see: Stargate).


--Features List:

Easy linking system. Spawn two teleporters with the same numpad key to link them together. You can have a max of two teleporters on each numpad key, coming out to a max of about 17 sets if you include not using a numpad key (which registers as -1.)

Teleportation sounds! BZZT! Select them from the dropdown list and enjoy. Custom sounds can be set via the console command teleporter_adv_sound soundname.wav or soundname.mp3.

Multiple models to choose from. Want to teleport using a toilet? Go for it! Want to re-enact the famous cat scene using yourself instead of fuzzy little animals? Go for it! This can also be set via teleporter_adv_model modelname.mdl in console.

Multiple effects to choose from. You can also input your own using the concommand teleporter_adv_effect effectname.

A beam is drawn between each teleporter to show which ones are linked together. Only the owner of the teleporters can see this. Enjoy sending hapless individuals into the nearby sun. This can be disabled with the tickbox near the bottom of the STool's context menu.

Options to teleport on Use and on Touch. It's only fair.

Option to disable the teleporters getting colored on link-up. For the picky people.

You can remove a teleporter then spawn one with the same key as the unlinked one to re-link it. You don't need to remove both and start over.

Full duplicator support. This was one of the things I made sure to get working as soon as I could. This was finished before the entity could even teleport anything or link up.


--Notes:

This doesn't teleport props. I might change that in future versions, but for now, it only teleports players. I have no plans to work on anything like this in the near future. Use wormholes until I do.

You'll need to disembark from the teleporter and then get back on before you can teleport back. This is to prevent people from getting stuck in an infinite loop.

No numpad key can be selected and the teleporters will still link. -1 is still a valid key. You'll just need to use On Use or On Touch so they actually work.

This isn't Stargate. Don't ask me to add useless features from it like the coordinates bullshit and whatnot.


--Bugs:

EndTouch won't get called if you fly out of the tele, so you'll have to bump into it again for it to tele you back. Not a big enough issue for me to fix it.

The teleporter can "disappear" (see: prop going invisible except for the shadow) at some angles on some props because of shitty bounding boxes. This is purely a visual bug so I wouldn't worry about it too much. This isn't significant in any way but I'm putting this here just so people don't bug me about it. I might look into figuring out a way to fix this, but I doubt it's worth the trouble.


--Future Plans:

Wire Inputs. Teleport, Lock, etc. Will probably be awhile until I can be fucked doing this even though it's like three lines to add.


Image: Teleporter