Difference between revisions of "Teleporters/ko"

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(Created page with "right|400px|The Engineer setting up a teleporter {{Quotation|'''The Heavy'''|Thanks for ride!|sound=Heavy_thanksfortheteleporter01.wav}} '''Teleporters'...")
 
(진행중. 의역 많습니다. 근데 텔레포터 한쪽 파괴당하면 다시 레벨1로 떨어지나요? 일단 그렇게 써져 있던데, 저 엔지니어 잘 안해서 모르겠습니다.)
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[[Image:Engybuild.png|right|400px|The Engineer setting up a teleporter]]
 
[[Image:Engybuild.png|right|400px|The Engineer setting up a teleporter]]
  
{{Quotation|'''The Heavy'''|Thanks for ride!|sound=Heavy_thanksfortheteleporter01.wav}}
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{{Quotation|'''헤비'''|태워줘서 고마워!|sound=Heavy_thanksfortheteleporter01.wav}}
  
'''Teleporters''' are a type of [[building]] that can be constructed by the [[Engineer]]. Two components make up a complete and functional teleporter set: The '''Teleporter Entrance''' and the '''Teleporter Exit'''. Players who stand on a fully charged Teleporter Entrance are instantly transported to the exit in a flash of light and particles.  
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'''텔레포터'''[[엔지니어]]가 지을 수 있는 [[건물]]중 하나입니다. '''텔레포터 입구''', 그리고 '''텔레포터 출구''' 이렇게 총 두가지 건물로 이루어져 있으며, 이 두가지 건물이 모두 건설된 후에 작동합니다. 플레이어가 완전히 충전된 텔레포터(입구) 위로 올라서게되면 그 즉시 해당 플레이어는 출구로 이동할 수 있습니다.
  
Teleporters cost 125 metal each to place, 200 metal to upgrade to Level 2, and an additional 200 to upgrade to Level 3. Upgrading a Teleporter will decrease the entrance's recharge time. Upgrading the Teleporter on one end will automatically upgrade it on the other. However, if one end is destroyed, the remaining end reverts to Level 1. Although the model itself does not change when upgraded, the particles surrounding the teleporter become faster and more intense. The sounds the Teleporter makes also change subtly.
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텔레포터는 입구, 출구 각각 125의 금속을 소비하여 제작할 수 있으며, Level 2로 업그레이드하기 위해서는 200 금속이, Level 3로 업그레이드 하기위해서는 추가적으로 200금속이 더 필요합니다. 텔레포터는 업그레이드시 충전시간이 줄어듭니다. 또한 입, 출구중 어느것을 업그레이드해도 해당 업그레이드는 양쪽 모두 적용됩니다.(하지만 만약 어느한쪽이 파괴된다면, 다시 Level 1 강등하게됩니다.) 비록 업그레이드시 외관상의 변화는 없지만, 텔레포터에서 뿜어져 나오는 입자들이 더 빠르고 강렬해 지는 것을 볼 수 있습니다. 미묘하지만 효과음 역시 변화합니다.
  
If a Spy places an [[Electro Sapper]] on one end, another Electro Sapper is automatically placed on the other end, if it exists. In turn, an Engineer can remove both Sappers by destroying one on either teleporter. The Engineer may then proceed to repair both ends of the teleporter system by using his Wrench on either end. However, since the Spy can place an infinite amount of Sappers on either the entrance or the exit of the teleporter, the Engineer may not be able to fully repair the teleporter system before another is placed upon it. This will result in the entire system being destroyed unless the Spy is killed or scared off.
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만약 스파이가 어느한쪽에 [[Electro Sapper/ko|세퍼]]를 설치했다면, 설치된 쪽 뿐만 아니라 다른 한쪽에서 설치됩니다. 반대로 엔지니어가 이렇게 설치된 세퍼중 어느 한쪽의 세퍼를 제거한다면 양쪽 모두 제거됩니다. 더나아가 엔지니어가 어느 한쪽을 수리해도 양쪽 모두 수리 가능합니다. 하지만, 스파이가 지속적으로 세퍼를 설치한다면 엔지니어는 세퍼로 인한 건물데미지 손실분을 처리할 수 없기 때문에, 스파이를 죽이거나 쫓아버리지 않는다면 결국 파괴되고 말 것 입니다.  
  
Both Teleporters' health increases as they are being constructed until they reach a maximum of 150 health upon completion. When completed, a Teleporter Entrance will be instantly charged if there is an exit available, but subsequent charges will take ten seconds each unless the Teleporter is upgraded. Destroyed Teleporters leave 60 Metal worth of pieces each.
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각각의 텔레포터(입구, 출구)는 150의 체력을 가지고 있으며, 건설된 직후는 완전히 충전된 상태이기 때문에 입, 출구가 모두 건설되어있다면 바로 플레이어가 이용할 수 있습니다. 업그레이드를 할 경우, 완료된 시점에서 10초간 재충전 시간을 갖습니다. 파괴된 텔레포터는 각각 60의 금속을 남깁니다.
  
 
[[Image:Telespin.jpg|right|thumb|Teleporter (top-down view)]]
 
[[Image:Telespin.jpg|right|thumb|Teleporter (top-down view)]]
  
Players who have recently teleported are surrounded by a distinctive, glowing particle effect for eighteen seconds after teleporting. The effect is visible if the player looks at their feet after Teleporter use. Spies who are [[disguise]]d or [[Cloak]]ed are not affected by this. Players cannot normally use the enemy team's Teleporters. However, [[Spy|Spies]] can use enemy Teleporters, even while [[Cloak]]ed or undisguised. Standing on a Teleporter Exit when it is used by an enemy (whether it is an enemy exit or a friendly exit used by an enemy Spy) results in a fatal [[telefrag]].
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텔레포터를 이용한 플레이어는 특유의 빛나는 입자들이 18초간 플레이어 캐릭터 주변을 맴돕니다. 이효과는 플레어가 텔레포터를 이용한 후 그들의 발을 보면 알 수 있습니다. 하지만 [[disguise/ko|변장]], 혹은 [[Cloak/ko|클로킹]]한 스파이는 이 효과가 나타나지 않습니다. 플레이어는 적팀의 텔레포터를 이용할 수 없습니다. 하지만 [[Spy/ko|스파이]]는 클로킹, 변장한 상태에서 이용할 수 있습니다. 만약 아군 스파이가 텔레포터 출구에서 위치하고 있는 상태에서 상대가 텔레포터를 이용하게 될 경우(혹은 반대의 경우에도), 상대에게 치명적인 [[telefrag/ko|텔레포트 킬]]을 선사하게 될 것입니다.
  
 
By default, players appear facing the direction the Engineer was facing when he placed the Teleporter Exit. The Teleporter Exit can be rotated by clicking the player's alternative attack button before placing the building and an arrow on the blueprint indicates the direction a teammate will be facing upon use. The Teleporter Entrance can be rotated too, though this has no gameplay effect. The entrance has an arrow that automatically points towards the exit (if it exists), which is unaffected by the rotation of the Teleporter Entrance. This arrow shows the player the general direction in which they will travel. The builder earns half of a point each time a team member uses his Teleporter. Engineers don't earn points for using their own Teleporters.
 
By default, players appear facing the direction the Engineer was facing when he placed the Teleporter Exit. The Teleporter Exit can be rotated by clicking the player's alternative attack button before placing the building and an arrow on the blueprint indicates the direction a teammate will be facing upon use. The Teleporter Entrance can be rotated too, though this has no gameplay effect. The entrance has an arrow that automatically points towards the exit (if it exists), which is unaffected by the rotation of the Teleporter Entrance. This arrow shows the player the general direction in which they will travel. The builder earns half of a point each time a team member uses his Teleporter. Engineers don't earn points for using their own Teleporters.

Revision as of 09:12, 12 October 2011

The Engineer setting up a teleporter
태워줘서 고마워!
헤비

텔레포터엔지니어가 지을 수 있는 건물중 하나입니다. 텔레포터 입구, 그리고 텔레포터 출구 이렇게 총 두가지 건물로 이루어져 있으며, 이 두가지 건물이 모두 건설된 후에 작동합니다. 플레이어가 완전히 충전된 텔레포터(입구) 위로 올라서게되면 그 즉시 해당 플레이어는 출구로 이동할 수 있습니다.

텔레포터는 입구, 출구 각각 125의 금속을 소비하여 제작할 수 있으며, Level 2로 업그레이드하기 위해서는 200 금속이, Level 3로 업그레이드 하기위해서는 추가적으로 200금속이 더 필요합니다. 텔레포터는 업그레이드시 충전시간이 줄어듭니다. 또한 입, 출구중 어느것을 업그레이드해도 해당 업그레이드는 양쪽 모두 적용됩니다.(하지만 만약 어느한쪽이 파괴된다면, 다시 Level 1 강등하게됩니다.) 비록 업그레이드시 외관상의 변화는 없지만, 텔레포터에서 뿜어져 나오는 입자들이 더 빠르고 강렬해 지는 것을 볼 수 있습니다. 미묘하지만 효과음 역시 변화합니다.

만약 스파이가 어느한쪽에 세퍼를 설치했다면, 설치된 쪽 뿐만 아니라 다른 한쪽에서 설치됩니다. 반대로 엔지니어가 이렇게 설치된 세퍼중 어느 한쪽의 세퍼를 제거한다면 양쪽 모두 제거됩니다. 더나아가 엔지니어가 어느 한쪽을 수리해도 양쪽 모두 수리 가능합니다. 하지만, 스파이가 지속적으로 세퍼를 설치한다면 엔지니어는 세퍼로 인한 건물데미지 손실분을 처리할 수 없기 때문에, 스파이를 죽이거나 쫓아버리지 않는다면 결국 파괴되고 말 것 입니다.

각각의 텔레포터(입구, 출구)는 150의 체력을 가지고 있으며, 건설된 직후는 완전히 충전된 상태이기 때문에 입, 출구가 모두 건설되어있다면 바로 플레이어가 이용할 수 있습니다. 업그레이드를 할 경우, 완료된 시점에서 10초간 재충전 시간을 갖습니다. 파괴된 텔레포터는 각각 60의 금속을 남깁니다.

Teleporter (top-down view)

텔레포터를 이용한 플레이어는 특유의 빛나는 입자들이 18초간 플레이어 캐릭터 주변을 맴돕니다. 이효과는 플레어가 텔레포터를 이용한 후 그들의 발을 보면 알 수 있습니다. 하지만 변장, 혹은 클로킹한 스파이는 이 효과가 나타나지 않습니다. 플레이어는 적팀의 텔레포터를 이용할 수 없습니다. 하지만 스파이는 클로킹, 변장한 상태에서 이용할 수 있습니다. 만약 아군 스파이가 텔레포터 출구에서 위치하고 있는 상태에서 상대가 텔레포터를 이용하게 될 경우(혹은 반대의 경우에도), 상대에게 치명적인 텔레포트 킬을 선사하게 될 것입니다.

By default, players appear facing the direction the Engineer was facing when he placed the Teleporter Exit. The Teleporter Exit can be rotated by clicking the player's alternative attack button before placing the building and an arrow on the blueprint indicates the direction a teammate will be facing upon use. The Teleporter Entrance can be rotated too, though this has no gameplay effect. The entrance has an arrow that automatically points towards the exit (if it exists), which is unaffected by the rotation of the Teleporter Entrance. This arrow shows the player the general direction in which they will travel. The builder earns half of a point each time a team member uses his Teleporter. Engineers don't earn points for using their own Teleporters.

While the Teleporter's blueprints are out, the Teleporter Entrance shows an arrow pointing to the ground while the Teleporter Exit shows an arrow pointing away from the ground. This is to distinguish the entrance and the exit while building.

시연 영상

Teleporter Levels

Level Health Cost Recharge time
Level 1 150 125 Metal 10 seconds
Level 2 180 325 Metal 5 seconds
Level 3 216 525 Metal 3 seconds

Related achievements

Achieved.png General

틈새 비집기
틈새 비집기
엔지니어가 설치한 텔레포터로 이동한 뒤 5초 안에 적을 처치하십시오

Leaderboard class scout.png 스카웃

마무리
마무리
3개의 텔레포터 입구를 파괴하십시오.

Leaderboard class pyro.png 파이로

개척자
개척자
방금 텔레포터를 사용한 10명의 적을 불태우십시오.

Leaderboard class demoman.png 데모맨

네스 호의 폭탄괴물
네스 호의 폭탄괴물
적 플레이어가 텔레포트한 지 5초 이내에 점착 폭탄으로 그를 죽이십시오.

Leaderboard class heavy.png 헤비

5초 계획
5초 계획
텔레포터에서 나온 후 5초 안에 적을 처치하십시오.

Leaderboard class engineer.png 엔지니어

하지만 텔레포터로 투입되면 어떨까?
하지만 텔레포터로 투입되면 어떨까?
텔레포터로 100명의 아군을 전투에 투입하십시오.

Update history

September 26, 2007 Patch
  • Fixed bug with placement of Teleporters that could result in players being unable to move.

October 5, 2007 Patch

October 9, 2007 Patch

  • Demomen grenades now collide with players and Engineer buildings after the first bounce, but still won't explode on contact

October 25, 2007 Patch

  • Engineer buildings now explode when the Engineer dies during sudden death.
  • Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in total score
  • Fixed some edge cases where grenades could go through player or buildings
  • The Engineer's "build X" commands will now behave properly when bound directly to keys

November 7, 2007 Patch

  • Engineers no longer earn points for using their own Teleporters.
  • Fixed a bug in scoring Engineer building destruction.
  • Fixed exploit that allowed players to teleport with the intelligence

November 21, 2007 Patch

  • Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones

December 20, 2007 Patch

  • Fixed the teleporter's player shaped particles not drawing.
  • Sapped buildings now take slightly less damage from the Spy who sapped them.

February 14, 2008 Patch

  • Added server log entry for buildings destroyed by their owner

February 28, 2008 Patch

  • Changed Engineer buildings to detonate when a player disconnects instead of blinking out.
  • Fixed Engineer being able to detonate buildings that are being sapped.

April 29, 2008 Patch (Gold Rush Update)

  • Teleporter effect no longer shows up on invisible or disguised Spies.
  • Fixed "times used" entry in Teleporters maxing out at 32.
  • Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable

December 11, 2008 Patch

  • Teleporters can now be upgraded to level three. It will recharge faster the higher level it is.

December 15, 2008 Patch

  • Added teleporter sounds for level 2 and 3 Teleporters.

January 28, 2009 Patch

  • Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit.

February 24, 2009 Patch (The Scout Update)

  • Added new sounds for upgraded Teleporters.

May 21, 2009 Patch (Sniper vs. Spy Update)

  • Spies can now use enemy Teleporters

May 29, 2009 Patch

  • Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled.

June 23, 2009 Patch

  • Fixed Teleporters not being buildable in some places where they should be (such as within the pit at the end of Badwater Basin).

August 13, 2009 Patch (Classless Update)

  • Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.

August 31, 2009 Patch

  • Fixed being able to burn buildings that are in the water while standing outside the water.
  • Fixed teleporting Spies getting stuck in enemy players standing on the exit.
  • Fixed server log not listing telefrag kills as weapon "telefrag".

April 29, 2010 Patch (119th Update)

  • Fixed Teleporters not reverting to level 1 when their other side is destroyed.
  • Fixed Teleporter exit using the wrong particle effect.

April 30, 2010 Patch

  • Fixed the Engineer being able to build more than 1 of each type of building.

July 8, 2010 Patch (Engineer Update)

  • Engineers can now pickup & move their buildings.
  • Fixed a server crash related to carrying buildings.

July 9, 2010 Patch

  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer
  • Fixed a bug where players would go into reference poses when switching classes while carrying a building.
  • Engineers can no longer pick up buildings while stunned or in loser state.
  • Fixed a server crash in the player death code, related to building carrying.

July 13, 2010 Patch

  • Fixed a server crash related to carrying buildings at round start.
  • Fixed players picking up buildings before a round has started.

July 19, 2010 Patch

  • Fixed a problem with not being able to pick-up buildings in Arena mode.
  • Fixed a bug where Teleporters could be given more than their normal amount of health.

December 2, 2010 Patch

  • Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

February 22, 2011 Patch

  • [언급되지 않음] Several particle effects, including Teleporters, were altered to appear brighter. These changes do not apply to ATI graphics card users and some others.

September 15, 2011 Patch

  • Fixed teleporter progress being displayed incorrectly after upgrading a teleporter while it was recharging

Trivia

  • The Engineer's Teleporters are manufactured by Telemax, a division of TF Industries.
  • According to the Team Fortress comics, teleportation was invented under the effects of Australium.[1]
  • There is a small extra cost in Metal to upgrade a Teleporter to the next level if a completed entrance or exit is being upgraded while the other end is still in the process of constructing. It is unclear if this is a bug or intentional. It may be that the extra cost is the result of the game interpreting the incomplete state of one end of the Teleporter as being "damage" since an incomplete building does not possess the maximum health of a completed building, and thus a small repair cost in Metal is incurred.

References