Teleporterz
Teleporterz (Wormholez) come in three different varietiez (colorz):

Green (Visible) Wormholez may be used over and over again.
Blue (Visible) Wormholez may only be used once, then they disappear.
Red Wormholez may only be used once ... but do not appear until something special happens.
The "something special" is a Grunt (sometimes only a Grunt carrying a particular Tool or Toy) stepping on a certain Tile. That "certain Tile" is given the name SecretTeleporterTrigger.


SecretTeleporterTrigger

This is the logic that is used to trigger Secret Teleporters active, so that they are visible.

Edit Objects Dialog Box

Edit box name Keyword and description of use
Identification
ID: Calculated, after CalcCowID
(Highly recommended!)
Buttons:
Paste
Copy
Delete
copy contentz of the clipboard into this logic
copy contentz of this logic into the clipboard
delete this logic from the map
Name: Optional, usually totally unnecessary
Logic: SecretTeleporterTrigger
Image Set: GAME_WAPWORLDONLY_TRIGGER
Animation: Empty, used only by EyeCandy type Objectz
Location
X: Pixel location of the left edge of the logic box, + 8 (center point).
Determined by the Gruntz Level Editor at creation time.
Changed by the Gruntz Level Editor after 'nudge' or 'shove'.
May be modified by the Designer.
(Ideally, value divided by 32 should leave a remainder of 16.)
The object is alwayz centered in the tile, for any X:.
Y: Pixel location of the top edge of the logic box, + 8 (center point).
Determined by the Gruntz Level Editor at creation time.
Changed by the Gruntz Level Editor after 'nudge' or 'shove'.
May be modified by the Designer.
(Ideally, value divided by 32 should leave a remainder of 16.)
The object is alwayz centered in the tile, for any Y:.
Z: 0 (default)
I: -1 (default)
Attributes
Score: 0 (default); change this to the X tile coordinate where the Red Warp will open.
Points: 0 (default); change this to the Y tile coordinate where the Red Warp will open.
Entering here will take a Grunt to a secret location.
Return warp (Powerup: + Damage:) comes back here.
Smarts: 0 (default)
Powerup: 0 (default); change this to the X tile coordinate where the return Red Warp will open.
Damage: 0 (default); change this to the Y tile coordinate where the return Red Warp will open.
Health: 0 (default)
Speed X: 0 (default); change this to the X tile coordinate where the Red Warp will take the Grunt.
Speed Y: 0 (default); change this to the Y tile coordinate where the Red Warp will take the Grunt.
Important! CalcCowID will alter the contents of Speed X: and Speed Y:! Re-enter your values!
Face Dir: 0 (default)
X Min: 0 (default)
X Max: 0 (default)
Direction: 0 (default)
Y Min: 0 (default)
Y Max: 0 (default)
Speed: 0 (default); change this to the time in milliseconds for the Red Warp to stay active.
Example: 5000 will keep the initial Red Warp open for 5 seconds.
Buttons:
CalcCow
CalcId

CalcCowID
Calculate "Speed X:" and "Speed Y:"
Calculate "ID:" based upon the "Speed X:" and "Speed Y: valuez

Calculate "Speed X:", "Speed Y:" and "ID:" based upon those valuez for this logic
Other
Buttons:
Rects...
Points...
Flags...
Hits...
User...
Misc...
Associate TileTrigger(z) to TileTriggerSwitch(ez), etc.
Not used for the game of Gruntz
A few are useful for the game of Gruntz
Not used for the game of Gruntz
Not used for the game of Gruntz
Not used for the game of Gruntz
Common area
Buttons:
<<Prev
OK
Next>>
Accept changes and go to previous object logic defined
Accept changes
Accept changes and go to next object logic defined


Teleporter

Edit Objects Dialog Box

Edit box name Keyword and description of use
Identification
ID: Calculated, after CalcCowID
(Highly recommended!)
Buttons:
Paste
Copy
Delete
copy contentz of the clipboard into this logic
copy contentz of this logic into the clipboard
delete this logic from the map
Name: Optional, usually totally unnecessary
Logic: Teleporter
Image Set: GAME_WORMHOLE
Animation: Empty, used only by EyeCandy type Objectz
Location
X: Pixel location of the left edge of the logic box, + 8 (center point).
Determined by the Gruntz Level Editor at creation time.
Changed by the Gruntz Level Editor after 'nudge' or 'shove'.
May be modified by the Designer.
(Ideally, value divided by 32 should leave a remainder of 16.)
The object is alwayz centered in the tile, for any X:.
Y: Pixel location of the top edge of the logic box, + 8 (center point).
Determined by the Gruntz Level Editor at creation time.
Changed by the Gruntz Level Editor after 'nudge' or 'shove'.
May be modified by the Designer.
(Ideally, value divided by 32 should leave a remainder of 16.)
The object is alwayz centered in the tile, for any Y:.
Z: 0 (default)
I: -1 (default)
Attributes
Smarts: 0 (default) Wormhole will be Green (reusable).
1 Wormhole will be Blue (used only once).
2 Wormhole will be Red (reusable(?) ... not recommended!).
Speed X: 0 (default); change this to the X tile coordinate where the Wormhole will take the Grunt.
Speed Y: 0 (default); change this to the Y tile coordinate where the Wormhole will take the Grunt.
Important! CalcCowID will alter the contents of Speed X: and Speed Y:! Re-enter your values!
Buttons:
CalcCow
CalcId

CalcCowID
Calculate "Speed X:" and "Speed Y:"
Calculate "ID:" based upon the "Speed X:" and "Speed Y: valuez

Calculate "Speed X:", "Speed Y:" and "ID:" based upon those valuez for this logic
Other
Buttons:
Rects...
Points...
Flags...
Hits...
User...
Misc...
Associate TileTrigger(z) to TileTriggerSwitch(ez), etc.
Not used for the game of Gruntz
A few are useful for the game of Gruntz
Not used for the game of Gruntz
Not used for the game of Gruntz
Not used for the game of Gruntz
Common area
Buttons:
<<Prev
OK
Next>>
Accept changes and go to previous object logic defined
Accept changes
Accept changes and go to next object logic defined