1. Post #1
    JIAC's Avatar
    December 2009
    976 Posts
    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:

    Prop and contraption teleporting along with simple player teleporting.

    Easy linking system. Spawn two teleporters with the same numpad key to link them together.

    Teleportation sounds! BZZT! Select them from the dropdown list and enjoy.

    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!

    Multiple effects to choose from.

    A beam is drawn between each teleporter to show which ones are linked together. This can be disabled with the tickbox near the bottom of the STool's context menu.

    Options to teleport on Use and on Touch.

    Ability to select whether to teleport players, props, or both.

    Slider to change the radius that the teleporter seeks for props in. This is displayed by a green sphere around the teleporter, which can be toggled on and off.

    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.

    Wire inputs for locking and teleporting.


    --Bugs:

    Contraptions teleport quite horribly. This will be amended eventually in a future release.


    --Video:


    --Screenshots:






    --Download (Workshop link):

    http://steamcommunity.com/sharedfile.../?id=212709244
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  2. Post #2
    kingsean96's Avatar
    September 2008
    332 Posts
    heh. I remember something like this a few months ago.
    Cooler sounds and effects would be cool.
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  3. Post #3
    JIAC's Avatar
    December 2009
    976 Posts
    I'll consider having multiple teleportation effects, wouldn't be hard at all to do.

    Sounds can be manually set, I just gave a few examples.
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  4. Post #4
    Dragonite's Avatar
    May 2008
    86 Posts
    Seems good for base building, like when you want one way in and out. Hide it as a can on the other end of the map.
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  5. Post #5
    Toomin's Avatar
    May 2009
    51 Posts
    Could you include an option to hide the red connection lines? I mostly play singleplayer, and I love how they look in the video (I'm writing this as i'm downloading) except for the lines. Maybe have a menu: full connection line, no line, and possibly a short arrow pointing the direction of the teleporter's partner.
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  6. Post #6
    JIAC's Avatar
    December 2009
    976 Posts
    I could do that.
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  7. Post #7
    Dennab
    August 2008
    263 Posts
    Wow, i've been wanting something like this to come along for about 3 years. Anyway, enjoy a long awaited thanks :love:
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  8. Post #8
    JIAC's Avatar
    December 2009
    976 Posts
    No problem. I was waiting for something like this too, but once I saw nobody was making it I just decided to take the entire thing into my own hands instead of settling for Stargate or something.

  9. Post #9
    shozamar's Avatar
    August 2008
    1,059 Posts
    Wow! This is good, I posted a request in the requests section for almost exactly this. I'm looking forward to the special effects.

    EDIT: I just realised that when you enable tele on touch and throw one of the teleporters into someone, you can forceably teleport them! (May proove extremely annoying in the hands of minges)

  10. Post #10
    I love bestiality!
    a-cookie's Avatar
    May 2009
    4,855 Posts
    This is amazing...
    I Shat amazingness bricks...
    Thank you so much
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  11. Post #11
    JIAC's Avatar
    December 2009
    976 Posts
    I'll add the beam concommand and effects dropdown list tomorrow when I get some downtime at work or during lunch break. Don't expect wire inputs very soon. I'm not a big fan of working with it.

    EDIT: I am lazy as shit goddamn

    also FRONT PAAAAGEEE

    EDIT again: Can someone test to see if this thing dupes in right with multiple teleporters set to a single key? I might have overlooked that and it could possibly cause conflicts ala the teleporters getting their destinations switched around. It isn't a big issue, but I'd still like to know what would happen anyway. Such a thing can easily be fixed by making teles have different keys, but that kind of makes the infinite amount of teleporters feature kind of a moot point when you have to redo them whenever you dupe them in. For now, if you're planning on making a dupe that contains multiple teleporters, make sure each set is on a different key or be prepared for your teles to switch places with each other if my assumption is correct. I'll either have to figure out some kind of channel system under the hood to make them work properly or just nix the multiple teleporters on the same key feature and limit them to 2 a key (which still gives you a maximum possible 17 sets of teleporters including no key at all, which is 34 teleporters. In comparison, the standard sbox_maxadvteleporters is 10, up to five sets. I'd have a hard time finding a use for that many to begin with.)

  12. Post #12
    TSB
    TSB's Avatar
    November 2007
    67 Posts
    I just realised that when you enable tele on touch and throw one of the teleporters into someone, you can forceably teleport them! (May proove extremely annoying in the hands of minges)
    Minges are too dumb. They won't even figure out how to make a teleporter work in the first place.

  13. Post #13

    October 2008
    18 Posts
    Yes!Yes!Yes!Yes!Yes!Yes!Yes! For god sake! Finally an original simple teleporter. Stargates makes to much lag, ring transporters are to annoying and takes to long time (as well as stargates...) And i couldn't find any other good tele's!
    Thanks! Great job man!

  14. Post #14
    alexojm's Avatar
    May 2009
    3,487 Posts
    Damit when I first sore this I thort somone had finaly made a teleporter like the one in hl2 where when you get onto it the ring comes up and then you tele. Like the stargate ring tele realy.

    1. I need a way to get rid of that enoying red dot. it pisses me off.

    2. Can you add a funtion so I can link all my teleporters to one.

    3. Can you add the ability for one way teleporting.

    4. Can you make it so props work with it.
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  15. Post #15
    michie4life's Avatar
    November 2009
    122 Posts
    Wire able would awesome if could give it coordinates or just wire it to an other teleporter

  16. Post #16
    JIAC's Avatar
    December 2009
    976 Posts
    Damit when I first sore this I thort somone had finaly made a teleporter like the one in hl2 where when you get onto it the ring comes up and then you tele. Like the stargate ring tele realy.

    1. I need a way to get rid of that enoying red dot. it pisses me off.

    2. Can you add a funtion so I can link all my teleporters to one.

    3. Can you add the ability for one way teleporting.

    4. Can you make it so props work with it.
    1. Dot? That looks like a beam to me. Read my original post.

    2. No.

    3. No. I'm already planning on a wire locking function. There's no point in adding another one when you can just physically block the tele or move it to where people can't get back in it.

    4. Read my original post.

    Wire able would awesome if could give it coordinates or just wire it to an other teleporter
    This isn't Stargate.

  17. Post #17
    alexojm's Avatar
    May 2009
    3,487 Posts
    ha ok then thanks for the reply.

  18. Post #18
    ultradude25's Avatar
    June 2008
    1,524 Posts
    Actually I think it would be quite nice if you could choose from a list of animations in the prop_dynamic for it to use while teleporting. Perhaps let you set a delay so you can have the animation play first before teleporting.

  19. Post #19
    JIAC's Avatar
    December 2009
    976 Posts
    Been updated. Everyone grab the newest one. I added a few more effects and the ability to input a custom one, along with the ability to disable the red line and the teleporters' colors. I also fixed an inherent bug that would result if someone spawned a teleporter underground. Additionally, I've capped the teleporter count for each key to two to prevent another bug that would arise if people duped multiple ones with the same key in at the same time.

    http://www.garrysmod.org/downloads/?a=view&id=89090

  20. Post #20
    Gold Member
    SGTNAPALM's Avatar
    October 2007
    22,475 Posts
    Awesome. I've been waiting for a K.I.S.S. teleporter for a long time. Nice work!

  21. Post #21
    Gold Member
    elowin's Avatar
    December 2009
    7,980 Posts
    this is awesome, only thing it needs is to be able to password the teleporters

  22. Post #22

    March 2007
    8 Posts
    For some reason, it errors when i try to spawn a teleporter. What to do?

    entities/gmod_advteleporter/cl_init.lua:10: attempt to index field 'dt' (a nil value)

    This keeps popping up and i need to restart garry's mod to get rid of it.

    EDIT:
    I tried the older version, same thing

  23. Post #23
    JIAC's Avatar
    December 2009
    976 Posts
    DTVars are a new edition to Garry's Mod added in a few months ago.

    In simpler terms, that means you pirated it. Or you somehow were able to refuse updates, except unless you downloaded the game literally months ago, then that's impossible.

    Edited:

    this is awesome, only thing it needs is to be able to password the teleporters
    You could just use a Keypad or a Wire device hooked up to a Numpad Output.

  24. Post #24

    March 2007
    8 Posts
    This pc is out of internet, so yeah. It hasnt been updated for a while now. Im going to do that this week. Thanks for the response!

  25. Post #25
    Diet Taco's Avatar
    February 2010
    204 Posts
    I have a question. Why is it set up to use numpad keys? You could just as easily make it a wire prop and make it so that you have two outputs on the entity created, "Teleport" and "Lock" (for the locking system) It would be easier to set up a button to make the teleport work. I understand that you could just wire the button to the numpad output, but doesn't that just seem pointless? It isn't that big of a deal, but it might help you with the numpad key similarity issues that could arise. So, if you get the chance, making it a wire-able entity would be very nice. Besides if you have wire outputs on it, you can do so much more with it and not have to worry about overlapping numpad keys!

    -Absolutely great tool, and good work on it so far.

  26. Post #26
    JIAC's Avatar
    December 2009
    976 Posts
    Yeah let me just make everyone download Wiremod to use my Teleporter.

    Or not. It's set up to use numpad keys so people without Wiremod or people who don't like using it don't have to. I'm adding Wiremod outputs and a Wiremod lock function in the future (and I've had this stated in the OP since I made the thread), but as you may have already been able to tell, I'm not one to make another download link just so people can do something they can already do.

    Also there are no issues. The only issue that happens is if people deliberately dupe in multiple teleporters on the same key (which I can't prevent unless I use hacky methods), dupe those duped teles and then respawn them, and even then the most it will do is mix the teleporters up. The teleporters will still function normally unless you try duplicating all of them at once. I limited this to two per number so people wouldn't whine about it.

  27. Post #27
    JamesFoil's Avatar
    April 2008
    170 Posts
    bind "#" "ulx teleport"
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  28. Post #28
    JIAC's Avatar
    December 2009
    976 Posts
    bind "#" "ulx teleport"
    Yeah, because everyone in the server can use ULX teleport by default and can teleport to places they're not looking at, right?

    Actually why am I even bothering replying to such a dumb post
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  29. Post #29
    Nitronik's Avatar
    June 2010
    133 Posts
    Nice, hope you'll keep this up :D

  30. Post #30
    FOXY BROWN
    Slade Xanthas's Avatar
    January 2007
    2,196 Posts
    Working on updating this. I've cleaned up pretty much all of the code, optimized things, fixed a lot of bugs, and added a few more features.

    Things changed so far:

    -You can now send props and entities through the teleporters. Any physics props, etc, that aren't constrained in any form can be teleported.

    -Teleporters now reference each other properly and as a result, they will never become scrambled if you manage to duplicate multiple groups of them in. They will always dupe in correctly now no matter what. In response to this, I've removed the limit on teleporters on a single numpad key.

    -The teleporter beam properly gets disabled across both teleporters when it's disabled on at least one of them.

    -Teleporting behavior has been improved slightly. You can now send multiple items through the teleport without accidentally sending one back.

    I'll release this into the wild once I get Wire inputs done. Also considering adding the ability to set teleporter names to create nodes and whatnot. This probably won't be done in this revision, but it could possibly come about in the future.

    Also, for the record, I'm the OP, if you didn't figure that out.
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  31. Post #31
    shozamar's Avatar
    August 2008
    1,059 Posts
    That's awesome. I've always loved this stool and was sad when this thread vanished into the depths of Facepunch. The updates you're planning to release sound great. Although, one thing I always thought this tool could improve on was the visuals. Maybe add an option to use Ep2 particle effects?

  32. Post #32
    FOXY BROWN
    Slade Xanthas's Avatar
    January 2007
    2,196 Posts
    I didn't want to add support for particle effects because they're very exploitable in general. Many of them don't dissipate after they've been used and it'd become a headache for server owners.

    At any rate, more changes. Per my friend's recommendation, I changed the way the teleporter finds entities and teleports them. It can now teleport multiple entities at a time and eventually it will support being able to teleport contraptions. You'll be able to adjust the radius of the teleportation field and this will be displayed visually as a sphere around the teleporter. Going to remove the option to set the color in favor of just permanently setting the link color on the sphere instead.

  33. Post #33
    JIAC's Avatar
    December 2009
    976 Posts
    Update! Just finished editing the first post.

  34. Post #34
    alexojm's Avatar
    May 2009
    3,487 Posts
    I have been waiting for this thanks a bunch.

  35. Post #35
    JIAC's Avatar
    December 2009
    976 Posts
    Quick update to fix a minor bug that I didn't want to leave in.

    http://www.garrysmod.org/downloads/?a=view&id=121398
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  36. Post #36
    lotus006's Avatar
    May 2007
    915 Posts
    Wow it's great !
    Thanks :)

  37. Post #37
    Gold Member
    Carlisle's Avatar
    March 2009
    1,164 Posts
    An excellent STool. Not as customizable as the Asgard Transporter, but much easier to set up.

    Good work.
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  38. Post #38
    FOXY BROWN
    Slade Xanthas's Avatar
    January 2007
    2,196 Posts
    Updated and now on the workshop. I'll update the OP accordingly in a moment.

    http://steamcommunity.com/sharedfile.../?id=212709244