Multisource teleporter doesn't work Created 13 years ago2011-02-06 00:15:32 UTC by Rory84 Rory84

Created 13 years ago2011-02-06 00:15:32 UTC by Rory84 Rory84

Posted 13 years ago2011-02-06 00:15:32 UTC Post #290103
I made an intricate teleporter with a beam and light as a simple test, and it worked liked a dream. Problem was, the teleporter was on 100% of the time.

So, I followed the tutorial of the multisource, and set the actual teleporter's master to the multisource.

So long story short,
BUTTON > Multimanager > Multisource/Ambient_Generic 1 and 2/Light/Beam, Multisource > Trigger_teleport Entity > Player goes bye-bye.

Here's the broken map.
http://www.mediafire.com/?0ccnfnrytx99k4o

The problem is, ever since I added the multisource, now my light, my beam, and the first ambient_generic won't play. The only thing that works is the teleporter turning on in 5 seconds, and the final ambient_generic, which is set to play at 5 seconds but instead it plays as soon as the switch is activated.

Any ideas?
Posted 13 years ago2011-02-06 00:25:19 UTC Post #290104
Layout:

Func_Button > Multi_Manager

Multimanager:
Activates beam @ .1 Sec
Activates light @ .1 Sec
Activates ambient_generic @ .1 Sec
Activates ambient_generic @ 5 Sec
Activates multisource @ 5 sec
Activates trigger_teleport @ 5 sec
Activates shutdown sequence multimanager @ 5.5 sec

Multimanager2:
Deactivates beam
Deactivates light
Deactivates ambient_generic
Deactivates ambient_generic2
Deactivates trigger_teleport
Deactivates multisource
Posted 13 years ago2011-02-06 18:55:22 UTC Post #290125
Upload to the vault as a broken map and someone might take a look at it :)
Posted 13 years ago2011-02-06 19:46:21 UTC Post #290127
Teleports cant be turned off by multi manager, you need to use MASTER and multi source. I did this on one of my very old maps. I really cant remember nor explain how does it work, but i can give you the RMF if you want to copy the thing.

One Russian guy showed me this a long time ago.
Stojke StojkeUnreal
Posted 13 years ago2011-02-06 20:16:33 UTC Post #290128
Yeah you'll need to use the master property of the teleport. Set that to the name of multisource. Triggering the multisource will then enable/disable the teleport.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-02-06 21:19:47 UTC Post #290130
I did that, and now the teleporter works correctly.. However everything else is off.

None of the sounds play, none of the lights come on. As soon as I remove the multisource, everything works again in chronological order. Add the multisource and set it as the teleporters master, and everything breaks except the teleporter.

I'll load it up to problem maps.
Posted 13 years ago2011-02-07 00:22:25 UTC Post #290138
I would just control it with a trigger_changetarget, it much easier.

have the telrport targeting a false target, and when u want it activated, have the mm/button/whatever target a changetarget which targets the real teleport destination.

hope I understood your question correctly and this helps!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-02-07 11:16:14 UTC Post #290150
That actually sounds a lot easier to do. Try it out.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-02-07 13:41:02 UTC Post #290155
Hmmm, never thought of that! Writing down

Thanks Captain Terror dude :)
Stojke StojkeUnreal
Posted 13 years ago2011-02-08 22:59:41 UTC Post #290201
It works now, and I used Captain Terror's method.

Oh, and by the way - It wasn't working because both the start multimanager and ending multimanagers had the same name... Oops.
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