here's my setup
Red Team - this is the one that is working:
trigger_teleport < the brush that activates the teleport
name - random_teleport_entrance_red
start active
team filter red
output - onstarttouchall - teleport_random_exit_case_01_red - pickrandom
logic case < to make tele destiantions random
name - teleport_random_exit_case_01_red
Case 01 - tele_change_target_01_red < same value for the resof the cases, just increase each by 1 number
output - OnCase01 - tele_change_target_01_red - active < same value for the resof the cases, just increase each by 1 number
ai_changetarget < there is one for each destination you are going to add 1 for every exit
name - tele_change_target_01_red
target entity - random_teleport_entrance_red
new target - tunnel_exit_01
no outputs
func_brush < where player will teleport to
name - tunnel_exit_01_red < increase by 1 for every exit you have
rendermode - don't render
transparency = 0
start active
solidity = never solid
Blue Team - this is the one that is not working:
trigger_teleport < the brush that activates the teleport
name - random_teleport_entrance_blu
start active
team filter blu
output - onstarttouchall - teleport_random_exit_case_01_blu - pickrandom
logic case < to make tele destiantions random
name - teleport_random_exit_case_01_blu
Case 01 - tele_change_target_01_blu < same value for the resof the cases, just increase each by 1 number
output - OnCase01 - tele_change_target_01_blu - active < same value for the resof the cases, just increase each by 1 number
ai_changetarget < there is one for each destination you are going to add 1 for every exit
name - tele_change_target_01_blu
target entity - random_teleport_entrance_blu
new target - tunnel_exit_01_blu
no outputs
func_brush < where player will teleport to
name - tunnel_exit_01_blu
rendermode - don't render
transparency = 0
start active
solidity = never solid
As you can see the only difference(that I can see) is changing red to blu - as soon as you do - game no longer recignizes blu team for some reason.