Teleporter(Engineer) destruction

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phatal

L6: Sharp Member
Jan 8, 2008
259
21
There's this map I've been working on that you can build the entrance and exit for the teleporters but when the exit is placed in some places (most places) someone tries to use it the exit destroys itself and the person is not teleported. This happens on displacement ground and solid ground as well.
 

TheFragMan

L1: Registered
Jan 9, 2008
33
1
I have the same issue with one of my maps. Also, if you've played Lazytown, the same thing happens on there. From what I've heard, though, nobody really knows why. But I would love to be proven wrong.
 

bkb

L1: Registered
Feb 11, 2008
12
2
Hate to dig up a dead thread, but I am having this problem.

Is there any answer for this? There's one map I play on, and I can't get a tele to work on most of the level.

..and no, there's plenty of room. Flat brush, open space 50 feet wide in all directions, and the exit just explodes. It happens all over the level. Everywhere!

Anyone figure out what is causing this or how to fix it?
 
T

The Asylum

It's a totaly mystery. But don't feel bad, it happens on Valve maps too, most notably Badwater and Goldrush
 
Aug 19, 2008
1,011
1,158
I solved this bugger :)

there are 2 reasons, but they have the same source:
the game thinks, it will spawn the player inside an entity

1.props:
most probs have a small boundary/collision box; others, like the explosion particles have a huge one, it encloses every debris of the explosion. so, specifically look for props_dynamic that use much space for their animation
solution to the explosion depris problem: set collision to non-solid

2.func-lod
lets say you make a room, select all walls, make them one func_lod
the engine thinks, its one giant object/entity, when you place an exit inside the room, the game would spawn the player inside an entity, so it destructs the exit to avoid that


in general, if you want to find out why, isolate the area, where the teleport destructs, and narrow the problem down
 
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bkb

L1: Registered
Feb 11, 2008
12
2
Thanks for your input!

I am not familiar with func_lod, but I do understand your concern.

Unfortunately, there are no props. So I doubt it is the prop thing.

The problem is that it is a really basic level, no props, with basic geometry. A couple control points are the only props in the level. The other entities are basic things like cubemaps, env_sun, etc.

I will keep searching though! Try to look through all the entities... I can't isolate the area, because it's the whole level!

Thanks for pointing me in a direction though! :D Hopefully I can find something.. but I'm still fairly stumped
 

bkb

L1: Registered
Feb 11, 2008
12
2
Ok I think I got it.. after looking around I found that the clip brushes surrounding the level (AKA the demoman cage) were set to func_brush and grouped together. (I noticed that huge blue func ball floating over the middle of the level, not in the brushes themselves, when selected)

Changed them to func_deatil, voila, teleporters now work.

Could this be the solution to this age-old problem? Either way, it's the solution to my current problem!

Thanks again eerieone~!
 
Dec 25, 2007
566
439
You're on the money, eerieone! I just built a quick test map to confirm your theory, and indeed the teleport exits contained within the bounds of a partially solid brush entity or some props exploded when teleporting to them.

This has been a mystery to me since forever, but no longer.
 

kwagner

L2: Junior Member
Feb 28, 2009
92
6
Thanks for this thread. I've a spot on my map where teleports were blowing up, and I was figuring it was because the ceiling was too low. I had built it well above the expected height, but they'd still pop. This grouped brush idea sounds like the explanation.

Very helpful. :thumbup1: