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107 bytes added ,  1 June 2021
Update wired blue teleport documentation
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(Update wired blue teleport documentation)
 
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In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. If the game does not crash, then the [[Despawning and Respawning Glitch#Unsafe despawning|Despawning and Respawning Glitch]] may occur.
In CC2, [[logic gate]]s on a blue teleport network act as one-ways if their output side is on (not necessarily from the gate itself), and as gaps in the wire if it is off. Logic gates can be "occupied"; the player, monsters, and blocks can be sent to the output of a logic gate even if there's no teleport on the other side, but the next object to enter the teleport can't be sent to the same place until the current one leaves. However, the player loses all control if they switch to a Chip or Melinda in a logic gate, and if anything is in a logic gate when the level is restarted, the game will probably crash. If the game does not crash, then the entity will be in the new level in the same gate.


It is currently unknown how the game prioritizes multiple valid logic gate and teleport destinations.
The game seems to treat logic gates with no entity in them and their output wire on the same as a normal blue teleport, so the first gate in reverse reading order is chosen, provided there are no valid teleports before the gate and the gate itself is valid.


== Red teleport ==
== Red teleport ==
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