5/2/2023 0 Comments Teleport gif![]() ![]() ![]() On October 3rd, YouTuber Colin Harding uploaded a parody video of himself wielding a knife while wearing a fedora titled "teleports behind you nothing personal kid" (shown below, right). Over the next 3 months, the image managed to gather over 6,500 likes. On September 30th, 2016, the "Bork Bork You are Doing Me A Frighten" page on Facebook shared an image of a Shiba Inu holding a katana captioned with the phrase (shown below, left). The expression "nothing personal, kid" is derived from an illustration of Coldsteel the Hedgeheg, with its earliest known appearance dating back to May 29th, 2013 on Twitter (shown below). In the context of bladed weapons, the trope may have originated with the series Bleach. On TV Tropes, the technique is listed as "No, I Am Behind You" where the possible origin of the trope is linked to the rapid movement technique from the Dragon Ball series. Teleporting behind someone is a common method of besting an opponent in various action-orientated anime series, where fighters move with supernatural speed or can teleport short distances at will. The word "personal" is often intentionally misspelled as "personnel" or "personel." Origin *Teleports Behind You* Nothing Personal, Kid is a copypasta commonly used to mockingly caption photographs of young men wielding katanas or other bladed weapons. When the multi_manager is triggered, it will trigger all the entities listed within its values after the delays specified.Teleport, katana, blade, edge, coldsteel the hedgeheg, michaelhuman, swaglord, nothing personel Now, you have to turn off smart edit and input all of these values as shown below: This is where it all comes together, and all the previous entities are triggered in the right order.Ĭreate a multi_manager somewhere near your effect entities and name it "tele_mm". Finally, go to the Flags tab and check the Initially Dark flag. Next, set the Custom Appearance to "mmnmmommommnonmmonqnmmo". This one is optional, but recommended for enhanced atmosphere especially in dark areas.Ĭreate a light entity in the same place as all the other entities, and name it "tele_light". Make sure all the same flags are checked as in the first ambient_generic. Set the WAV Name to "debris/beamstart7.wav". ![]() Next, create another ambient_generic in the same place and name it "tele_sound_b". Make sure all the other flags are unchecked. Go to the Flags tab and check the Medium Radius, Start Silent and Not Toggled flags. Set the WAV Name to "debris/beamstart2.wav". The Alien Teleport Effect wouldn't be the same without its characteristic sound of space being warped.Ĭreate an ambient_generic at the same place as the env_sprites and env_beam and name it "tele_sound_a". If you have a bigger scale for your sprites, it might be a good idea to increase the env_beam's radius value. Once again, you may tweak these values to your liking. Go to the Flags tab and check the Toggle and Random Strike flags. Set the Start Entity to "tele_beams", Brightness to 150, Beam Color (R G B) to "197 243 169", Radius to 100, Life to ".5", Width of beam to "1.8", Amount of noise to "35", Sprite Name to "sprites/lgtning.spr", and Strike again time to "-.5". One of the most defining traits of the Alien Teleport Effect is the beams of electricity that are randomly emitted from the teleportation orb.Ĭreate an env_beam entity in the same place as your env_sprites and name it "tele_beams". Or you might want to use different sprites to better suit your situation. For instance, if you are mapping for Half-Life: Opposing Force and want to spawn any of the Race X aliens, you should have your sprites set up with a purple color instead. Feel free to tweak around with the values. You should now have two sprites in the same place that looks similar to the picture to the right. Both of these sprites will be used for the final teleport effect. Set its name to "tele_sprite_b", the FX Color to "184 250 214" and the Sprite Name to "sprites/XFlare1.spr". Now create a new sprite and set it up in the exact same way and place, except for a few differences. This will cause the sprite's animation to only play once, rather than looping indefinitely. ![]() You may want to set it smaller for smaller aliens like Headcrabs or bigger for larger aliens like Alien Grunts.įinally, go to the Flag tab and check the Play Once flag. Set the Scale to 1 if you're spawning in a medium sized alien, like an Alien Slave. Set the Sprite Name to "sprites/Fexplo1.spr". Set the FX Color (R G B) value to "77 210 130". This will ensure that it renders in front of the spawned alien. Set the Render Mode to "Glow", the FX Amount to "255" and Render FX to "Constant Glow". Start by creating an env_sprite about 56 units above the ground using the entity tool. The teleport effect uses two env_sprites. ![]()
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