Shub's Teleporter For Dummies- A Guide to including that cool teleporter 
				to your own maps 
 
                By Don Petersen aka "ThunderBunny" dp@mail.premierweb.net


The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab

        TEXTURES:
        Whatever you want! 


        ENTITIES:
        func_button or trigger_once (optional but highly recommended)
        misc_teleporttrain
        path_corner
	trigger_teleport

        WHAT TO DO:
        Put the 'misc_teleporttrain' entity where you would like the 
	ball to start at. If you are using Worldcraft, this entity is NOT 
	on the list and you will have to add it.  The entity must have 
	'targetname' and 'target' fields.  Targetname is what you wish the
	spike to be named. Target will be the name of the first path_corner
	to which it will travel.  After you have filled this out, put a
	path_corner entity right on top of or next to the misc_teleporttrain.
	This path_corner should have a targetname that is the same as the 
	target of your misc_teleporttrain(if this sentence is confusing to
	you, read it again.  It's very important).  The origin of this 
	path_corner will be the actual location of the misc_teleporttrain 
	when the level begins. Now, create a string of path_corners that will
	make up the trail you want the misc_teleporttrain to follow.  This 
	uses the same format as a func_train does.  If you are not familiar
	with this, go to this URL for examples:
          	http://www.niklata.com/quake/qmapspec.html#2.4.1

	After you've set up all of the path_corners and it moves on it's 
	trail correctly, you should set up a trigger_teleport entity.  Give
	it a target that is equal to the value of targetname used in the
	misc_teleporttrain entity.   
		
	
	NOTE: 
	There are a few quirks to this entity that make it sometimes difficult
	First, it does not just start moving as soon as the level is begun.
	If you wanted, you could have a func_button that has a target value
	that is the same as the targetname value on the misc_teleporttrain.	
	As soon as the button were pushed, the ball would begin along it's 
	designated path_corners forever.  
	Another way would be to have a trigger_once that would be right under	
	were the info_player_start is.  That way, as soon as the level begins
	the player would start the misc_teleporttrain on it's path.  
	There are many options to perform this task that would work equally 
	well, these are only two examples. 

	One thing I could never discover was if you could change the angle
	that you would face after teleporting to the ball.  No matter what	
	value I gave to angle, you always came out the same way.  If 
	anyone figures out a way to change this, please mail me at:
			     dp@mail.premierweb.net   
		

	OPTIONS:
	You may give the misc_teleporttrain a speed value as well, just like
	the func_train.  It's default is 100.  
	I'm not sure if you can give it a sound value, but I don't know 
	why you'd want to...
        



