another teleport problem Created 13 years ago2011-05-14 11:33:03 UTC by salmon salmon

Created 13 years ago2011-05-14 11:33:03 UTC by salmon salmon

Posted 13 years ago2011-05-14 11:33:03 UTC Post #294628
I just removed the skybox in my map and fixed all leaks. Off course this had to make more trouble then good for me. So I test map and first teleport I use is broken and teleports me into some distant wall.

My level is built in 11 rooms and all 11 rooms are apart of each other, like vacuum in between them. I use teleports to transport the player, from room to room. Now there is like 100 teleports in my map and as I can't get out of the first room I don't know if all of them are broken but all in first room is. that is 4 teleports in total there. There is only 1 teleport that leads out of the room, the other 3 takes the player back to the start of the room.

Okay so what should I do?
Posted 13 years ago2011-05-14 11:50:51 UTC Post #294629
wow, with all those teleports, it must be difficult to keep track of all the landmark names and triggers.... Does paste special have an option to help you with that or what?

It's been a while since i worked with teleports, but maybe a little more detail on how they are triggered and your naming conventions for your info_landmarks might help?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-14 11:59:35 UTC Post #294631
landmark names? I don't name my entities sorry.
Actually the only thing I use in the teleport entities is destination names.
Posted 13 years ago2011-05-14 12:14:49 UTC Post #294632
oh i'm sorry i was confusing teleports with trigger_changelevels.. sorry =(

Idk, if you throw something in problem maps i'll look at it for ya.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-14 12:31:51 UTC Post #294633
Did you by any chance select 2 solids and made em a teleport? If you did that it will teleport you anywhere.

You must check the target field in trigger_teleport entity and the name of the destination in the info_teleport_destination entity.
Stojke StojkeUnreal
Posted 13 years ago2011-05-14 12:39:10 UTC Post #294636
@stojke
no. all teleports work like they should before I removed skybox. I didn't even do anything with them after that.

@captain terror
problem map. i think i included everything. it is for tfc hope you got it.
http://twhl.info/vault.php?map=5626
Posted 13 years ago2011-05-14 13:34:25 UTC Post #294637
just looked at the map, and it's like stojke said. by jump one, you have three seperate teleports named with a target of jump1. those 3 brushes should all be one, single, trigger_teleport, i.e., select all the brushes and ctrl+t them together. (you may want to make 2 out of the 3 world brushes FIRST, or you may get a bunch of "solid entity is empty", phantom trigger_teleports laying around.

Also, this map is pretty huge/crazy! =)

When you said you removed the "skybox" did that mean you had a skybox around the whole level? If it worked that way maybe just leave it?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-14 15:16:05 UTC Post #294638
mm now I have fixed it. A bit frustrating to do this all over again it took some time. btw I didn't know you could make several brushes work as a single entity.

Still would be nice to get an explanation because it really don't seem like my map needed to break like that from just taking away the skybox.

Yes I mean skybox went around whole map. Saw on a tutorial on youtube the guy did that. But one of my mapper friends told me not to do it and I removed it.
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