- Jan 3, 2023
- 86
- 32
Hello, while this is being made for Open Fortress, the logic issue still carries over to TF2.
For some reason, any of the trigger_teleports that I have in a map are not producing outputs. I've tried setting up a relay for the outputs to come from, I've tried remaking the whole teleport system from scratch and not from the prefabs Open Fortress includes, and I've tried giving a everything a unique name and checking their connections.
Here is what I've done:
On touching the teleport trigger, it sets off a relay that takes care of all actions.
After that, the relay should turn a light and a model on, play the teleport sound, and then turn off the light and model pair a second later.
Unless I'm missing something obvious, this should work. In fact, here is the logic that an official map in Open Fortress uses, all carried out within the trigger itself.
(For reference, portal_outro1 is a particle system and tele_fade is an env_fade entity.)
A vmf with the copy pasted logic is included below, the model (pod_flash1) used has been replaced with a more noticable (and not custom) one so you can see if it does work properly. If you were to load it up using TF2's Hammer, the only issue would be the slipgate's (teleporter's) model would appear as an error.
Help would be apprectiated.
For some reason, any of the trigger_teleports that I have in a map are not producing outputs. I've tried setting up a relay for the outputs to come from, I've tried remaking the whole teleport system from scratch and not from the prefabs Open Fortress includes, and I've tried giving a everything a unique name and checking their connections.
Here is what I've done:
On touching the teleport trigger, it sets off a relay that takes care of all actions.
After that, the relay should turn a light and a model on, play the teleport sound, and then turn off the light and model pair a second later.
Unless I'm missing something obvious, this should work. In fact, here is the logic that an official map in Open Fortress uses, all carried out within the trigger itself.
(For reference, portal_outro1 is a particle system and tele_fade is an env_fade entity.)
A vmf with the copy pasted logic is included below, the model (pod_flash1) used has been replaced with a more noticable (and not custom) one so you can see if it does work properly. If you were to load it up using TF2's Hammer, the only issue would be the slipgate's (teleporter's) model would appear as an error.
Help would be apprectiated.