V2.0


----------------Easy Teleporters by Sparky----------------

If you use this code in your map please give credit to me. =)
Thanks

Note: this version is not backward compatible with any prior version.
 
This is a major update to my teleporter system in an effort to ease the use of teleporters in your maps.

There are three files needed to use the teleporters in your maps.
They are:				location:
	Teleporters.cs		base\missions\mapscripts
	mapSupport.cs		base\scripts\autoexec
	mapGame.cs		base\scripts

The last two files are part of the MapSupport pack by ZOD and TseTse that allows safe scripting for maps.
all three files must be included with your map
how to put teleporters in your maps:
	
	Teleporters like most things in tribes2 needs power, so you need to make sure there is a power source in the simgroup that the teleporters are in. teleporters can be located in any team simgroup or subgroup, teleporters will be linked in the order they are added, so the first two teleporters in a simgroup will be linked and so on...

	The teleporter object in the editor creator tree can be found in shapes/teleporters.


Note: the teleporters wont be active untill the next time you load the map.


optional fields:

If you edit the field "waypoint" and give it a text string in quotes, a waypoint will be added with the text specified.

If you edit the field "message" and give it a text string in quotes, a message will be sent to the player being teleported.

If you edit the field "logoscale" and give it a value of ".12 .12 .12" , a spinning team logo at the scale specified will be displayed over the teleporter.

If you edit the field "noflag" and set it's value to "1" , players will not be able to teleport with flags and trying to teleport with the flag will result in the flag being returned.

If you edit the field "oneway" to the destination teleporter and set it to "1" then it will not let transport back thru it


