Difference between revisions of "Teleporter (Classic)"

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m (Filtered Teleporter (Classic): [], [u'[]'], [u'[]', u"[u'[]']"], [u'[]', u"[u'[]']", u'[u\'[]\', u"[u\'[]\']"]'] (Review RC#311730))
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</gallery>
 
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== Previous Changes ==
+
== Update history ==
 
'''[[January 16, 2003 Patch (Classic)]]'''
 
'''[[January 16, 2003 Patch (Classic)]]'''
 
* Added ability for Engineer to build teleporter (entrance and exit).
 
* Added ability for Engineer to build teleporter (entrance and exit).
* Damaged buildings (sentries, dispensers, teleporters) will now spark and smoke.
+
* Damaged buildings (Sentry Guns, Dispensers, Teleporters) will now spark and smoke.
  
 
==See also==
 
==See also==
 
*[[Teleporters]] in ''[[Team Fortress 2]]''
 
*[[Teleporters]] in ''[[Team Fortress 2]]''
 
{{classic Engineer nav}}
 
{{classic Engineer nav}}

Revision as of 06:55, 17 January 2011

Teleporters are the buildings that allow Engineers to bring their teammates to the front lines or to out-of-the-way locations. Teleporters cost 125 metal to construct. Building an entrance or exit will notify all teammates that one has been built and by whom. Teleporters cannot and will not operate unless both the Entrance and Exit are functioning. Teleporters take approximately 10 seconds to recharge after teleporting someone. Teleporter exits emit a distinct sound when teleporting someone and Teleporter entrances emit a distinct sound when it is possible to teleport another player. Any player who leaves a teleporter will have a team-colored glow surrounding them for approximately 10 seconds.

This building is not available in default QWTF. However, both MegaTF and Custom/ShakaTF (mod on the QWTF) added two-ways Teleporters.

Gallery

Update history

January 16, 2003 Patch (Classic)

  • Added ability for Engineer to build teleporter (entrance and exit).
  • Damaged buildings (Sentry Guns, Dispensers, Teleporters) will now spark and smoke.

See also