Teleporter/zh: Difference between revisions

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{{DISPLAYTITLE:传送区域}}
<languages/>
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<div lang="en" dir="ltr" class="mw-content-ltr">
'''传送区域'''(英语:Telporter)在DDNet中有四种样式。传送区域通常用来将玩家传送至某些关卡例如[[Drag Part|拖拽关卡]]的起点,或者缩小操作空间以引导玩家使用其他技巧通过关卡。
There are various '''''teleporter''''' available in DDNet. They are used to teleport back to the beginning of [[Special:MyLanguage/Drag Part|drag parts]] or to narrow down the space to navigate through with different techniques.
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== 定点传送 ==
定点传送区域所设定编号的范围为1 - 255,触碰到传送区域就会被传送至对应编号的{{Tile|tele|27}}传送点位置。


定点传送区域分为两种:一种为{{Tile|tele|26}}蓝色传送区域,一种为{{Tile|tele|10}}红色传送区域。
<div lang="en" dir="ltr" class="mw-content-ltr">
*通过红色传送区域进行传送后,玩家的[[Movement|移动速度]]将会重置为0,并断开所有钩在玩家身上的[[hook|钩索]];
== Standard ==
*通过蓝色传送区域会保留玩家的所有移动速度以及保持钩在其身上的所有钩索。
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无论玩家释放的钩索钩住的是墙体或是其他玩家,在进入传送区域后都会断开目前玩家所发射的钩索。但在某些地图里,作者会在服务器设置里添加<code>sv_teleport_hold_hook 1</code>指令来保证玩家被传送时继续保持钩索处于钩住状态。
<div lang="en" dir="ltr" class="mw-content-ltr">
There are two kinds of teleporter tiles teleporting tees to the to-tele {{Tile|tele|27}}. The original/blue teleporter {{Tile|tele|26}} and the evil/red teleporter {{Tile|tele|10}} which additionally resets the [[Special:MyLanguage/Movement|velocity]] of the teleporting tee to 0 and releases all hooks to the tee. Both reset the [[Special:MyLanguage/hook|hook]] of the player going through the tele, even though that can be overwritten on some maps with the tune command <code>sv_teleport_hold_hook 1</code>. Normally the evil teleporter type is used, unless the context of the map requires the velocity to be kept. Teles can have the number 1 up to 255. Touching a tele ({{Tile|tele|26}}/{{Tile|tele|10}}) on a map without a corresponding to-tele ignores the tile and no teleportation is happening.
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通常来讲,在制作地图的过程中需要使用传送区域时,应默认选择红色传送区域,除非某个关卡需要用到传送后保持移动速度的特性才使用蓝色传送区域。


若定点传送区域设置的编号没有任何传送点与之对应,则该编号对应的传送区域没有任何效果。
<div lang="en" dir="ltr" class="mw-content-ltr">
== Checkpoint ==
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* 0号传送区域以及0号传送点没有任何效果。
<div lang="en" dir="ltr" class="mw-content-ltr">
There is an additional teleporting system including checkpoints {{Tile|tele|29}}. It teleports to the checkpoint-to-tele tile {{Tile|tele|30}} with the same number as the last touched checkpoint tile {{Tile|tele|29}}. There is also the separation between blue checkpoint teleporter {{Tile|tele|31}} and red checkpoint teleporter {{Tile|tele|63}} with the same semantic as above. When no checkpoint tile was touched or no corresponding to-tile exist, the tee teleports to a spawn tile {{Tile|game|192}}.
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== 检查点传送 ==
另一种包含了{{Tile|tele|29}}检查点机制的传送系统中,传送区域的类型被更换为检查点传送区域。


通过检查点传送区域会将你传送至与你最后一次触碰过的检查点编号相同的检查点{{Tile|tele|30}}传送点处。
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== Weapon ==
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检查点传送区域同样分为{{Tile|tele|31}}蓝色和{{Tile|tele|63}}红色两种类型,区别与定点传送区域所描述的相同。
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The weapon teleporter {{Tile|tele|14}} can teleport projectiles and laser from all weapons. They to the same to-tele {{Tile|tele|27}} as the standard tele tiles.
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当玩家在没有触碰检查点的情况下触碰了检查点传送区域时,玩家将会被传送至重生点处
* 存在多个重生点时,优先选择附近没有其他玩家的重生点
** 所有重生点附近均存在其他玩家或均不存在其他玩家时则随机选择重生点传送。


当玩家接触检查点传送区域前所接触到的最后一处检查点没有对应编号的检查点传送点与之对应时,玩家会被传送至场上编号最靠近该编号且数值上比它小的检查点传送点处。
<div lang="en" dir="ltr" class="mw-content-ltr">
* 例如玩家最后接触过6号检查点,即将进入检查点传送区域时,整张地图并不存在6号检查点传送点,则玩家会被传送至5号检查点传送点,若依然不存在5号检查点传送点,则玩家会被传送至4号检查点传送点...依次类推,直到连1号检查点传送点都不存在时,玩家会被传送至重生点处。
== Hook ==
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== 拋射物传送 ==
<div lang="en" dir="ltr" class="mw-content-ltr">
{{Tile|tele|14}}拋射物传送区域可以传送所有经过此区域的拋射物。这些拋射物将被传送至与该拋射物传送区域编号相同的{{Tile|tele|27}}传送点处(该传送点与定点传送区域的传送点共用)。
The [[Special:MyLanguage/hook|hook]] teleporter {{Tile|tele|15}} teleports to the standard to-tele {{Tile|tele|27}} as well. When the hook gets teleported, the hook range is measured from the to-tele tile, extending time and range the hook can fly. Each time the hook gets teleported, the hook direction changes to to the current looking direction of the tee.
 
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拋射物被传送时,拋射物运动方向、运动角度以及运动时间均会保留。
[[Category:Game-Mechanic{{#translation:}}]]
 
== 钩索传送 ==
{{Tile|tele|15}}[[hook/zh|钩索]]传送区域可以传送经过此区域的所有钩索至与其编号相同的{{Tile|tele|27}}传送点处(该传送点与定点传送区域的传送点共用)。
 
当钩索被传送时,钩索的总发射长度会从传送点处开始重新计算,这点可以变相延长钩索的总长度与发射时间。每当钩索被传送时,钩索所发射的方向都会改为发射玩家当前所看向的方向。

Revision as of 20:08, 11 February 2023

There are various teleporter available in DDNet. They are used to teleport back to the beginning of drag parts or to narrow down the space to navigate through with different techniques.


Standard

There are two kinds of teleporter tiles teleporting tees to the to-tele . The original/blue teleporter and the evil/red teleporter which additionally resets the velocity of the teleporting tee to 0 and releases all hooks to the tee. Both reset the hook of the player going through the tele, even though that can be overwritten on some maps with the tune command sv_teleport_hold_hook 1. Normally the evil teleporter type is used, unless the context of the map requires the velocity to be kept. Teles can have the number 1 up to 255. Touching a tele (/) on a map without a corresponding to-tele ignores the tile and no teleportation is happening.


Checkpoint

There is an additional teleporting system including checkpoints . It teleports to the checkpoint-to-tele tile with the same number as the last touched checkpoint tile . There is also the separation between blue checkpoint teleporter and red checkpoint teleporter with the same semantic as above. When no checkpoint tile was touched or no corresponding to-tile exist, the tee teleports to a spawn tile .


Weapon

The weapon teleporter can teleport projectiles and laser from all weapons. They to the same to-tele as the standard tele tiles.


Hook

The hook teleporter teleports to the standard to-tele as well. When the hook gets teleported, the hook range is measured from the to-tele tile, extending time and range the hook can fly. Each time the hook gets teleported, the hook direction changes to to the current looking direction of the tee.