Exploding teleporters & Misaligned train watcher

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toutfou

L3: Member
Sep 8, 2008
136
16
Hi guys, two problems I'm wondering if anyone has a solution to:

1) Some telelporter exits placed in my level will self destruct when a player has gone through them once. Can't figure this one out, it started happening way-back with the engineer update and I thought it was resolved, but apparently it's not. Any idea?

2) The cart isn't directly over a CP on the HUD when a point is captured, but normally a few pixels to the left. All points are properly assigned to which CP they fall under, but still, the HUD isn't up to date. Any idea what's causing this?
 

FleshGolem

L1: Registered
Nov 21, 2007
25
4
The exploding teleporters can also occur if you have a set of detailed brushes surrounding it, if it's within the bounds it will explode if you try to use it.

For the cart... Are your path_tracks that trigger the capture directly underneath the cap point?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
#2, that's the way it is. The HUD is just inexact and errs on the side of too short rather than too long. Most maps it isn't noticeable because of the sheer number of path_tracks making the distance between each on the HUD quite tiny.
 

toutfou

L3: Member
Sep 8, 2008
136
16
The exploding teleporters can also occur if you have a set of detailed brushes surrounding it, if it's within the bounds it will explode if you try to use it.

Damn, that's most likely the cause but it'll be a pain to fix, arg. Thanks.

#2, that's the way it is. The HUD is just inexact and errs on the side of too short rather than too long. Most maps it isn't noticeable because of the sheer number of path_tracks making the distance between each on the HUD quite tiny.

Hrm, so up the number of path_tracks to mask the discrepency? It's quite significant in my case, I wonder if it has anything to do with the tracks height variances.