In most cases, a
teleporter will be a non-collidable trigger face that the player will jump or skate into in some way. We're going to create a flat, invisible plane to trigger our
teleport script. If this setup doesn't suit your needs, skip below to the
Script Assignment section.
In NXTools, create a flat plane or cube for the player to touch.

We want this object to be for collision only! It should not show in the scene or be visible.
Locate the NXTools Settings panel inside of the Object tab on the right.
In NXTools, select your teleporter object.
Find the NXTools Settings panel inside of the Object tab on the right.

Make sure that the Scene and Sky properties are disabled. We only want Collision.

This object functions as a
trigger and has no other purpose. Our goal is to trigger a script when the player
touches the object. They should be able to pass through the object at any time, and this should not restrict their movement. We need to mark the object's
faces to account for this.
Enter edit mode using the
TAB key. Press
3 to enter
Face Select mode.


Press the A key to highlight and select all of the object's faces.

Faces in THAW's engine can be marked with various
collision flags that decide certain behaviors. In our case, we want to mark all of the object's faces as
Non-Collidable and
Trigger. The latter is responsible for triggering the object's script when the skater touches its faces.
Press the N key to bring up the sidebar. Click the NXTools tab.
Locate the Geometry Flags section at the bottom of the panel.

The
Geometry Flags section contains all valid flags that we can assign to the object's faces. We can assign flags by simply toggling the desired button(s) on or off.
With all faces selected, enable the Non-Collidable and Trigger flags.
Faces in the viewport are highlighted Yellow as a result of the Non-Collidable flag.
Faces in the viewport are highlighted Green as a result of the Trigger flag.

Our object's
faces are marked with the appropriate flags, and we've indicated that this object should export
only collision data. This is now a general-purpose
trigger object. With the proper requirements in place, we need to tell the game what
action this object should perform.