Possible to have more then 1 trigger_teleport?

Discussion in 'Mapping Questions & Discussion' started by Dr_Cranberry, Mar 27, 2019.

  1. Dr_Cranberry

    Dr_Cranberry L1: Registered

    Messages:
    21
    Positive Ratings:
    0
    So, i've added more then 1 trigger teleport, as sort of a hidden gauntlet thing. If you find the secret, it teleports you to the gauntlet, when you finish it you get teleported to a secret room.
    However, my problem is that right now the second teleporter isn't working. The first one, works just fine and teleports the player. However, the second teleporter does nothing and just sits there, despite me literally copy and pasting the first one and just changing the name to where I want the player to be teleported.

    Is there a reason for this? Is only 1 trigger_teleport allowed on the map or something? I even tried copy pasting the original teleport, but only the original, original works and teleports the player!
     
  2. DrSquishy

    aa DrSquishy ???

    Messages:
    1,211
    Positive Ratings:
    779
    You can definitely have more than 1 in your map. Have you checked if somehow a setting got changed (starting disabled, Clients flag unchecked, etc)?
     
  3. Dr_Cranberry

    Dr_Cranberry L1: Registered

    Messages:
    21
    Positive Ratings:
    0
    I think I figured it out, for some reason, despite me saving and reloading hammer, my compile is still compiling a past version of my map. No idea why it's doing this though. I know it's doing a past compile because a texture I changed wasn't changed in game, but it is in the editor.
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,290
    Positive Ratings:
    858
    Your compile is probably failing. Can you post your compile log?
     
  5. Dr_Cranberry

    Dr_Cranberry L1: Registered

    Messages:
    21
    Positive Ratings:
    0
    Yeah sure, it's a pokemon based map so excuse the name lol
    ** Executing...
    ** Command: "J:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "J:\Steam\steamapps\common\Team Fortress 2\tf" "J:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: J:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading J:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Brush 41404: bounds out of range
    Brush 41404: no visible sides on brush
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity trigger_teleport (-41128.60 1059.84 -730.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0 12288.0 616.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 11776.0 616.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 10752.0 616.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0 9728.0 616.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 12288.0 616.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7182.0 11264.0 616.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7694.0 11264.0 616.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7168.0 11776.0 616.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 20 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    bmodel 445 has no head node (class 'trigger_teleport', targetname '')

    ** Executing...
    ** Command: "J:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "J:\Steam\steamapps\common\Team Fortress 2\tf" -fast "J:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1"

    Valve Software - vvis.exe (Aug 2 2018)
    fastvis = true
    4 threads
    reading j:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.bsp
    reading j:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.prt
    LoadPortals: couldn't read j:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.prt


    ** Executing...
    ** Command: "J:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "J:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "J:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1"

    Valve Software - vrad.exe SSE (Jul 18 2018)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading j:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.03 seconds)
    8866 faces
    9891038 square feet [1424309504.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    64 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
    Build Patch/Sample Hash Table(s).....Done<0.2267 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (25)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 81/1024 3888/49152 ( 7.9%)
    brushes 456/8192 5472/98304 ( 5.6%)
    brushsides 3017/65536 24136/524288 ( 4.6%)
    planes 3480/65536 69600/1310720 ( 5.3%)
    vertexes 12785/65536 153420/786432 (19.5%)
    nodes 4614/65536 147648/2097152 ( 7.0%)
    texinfos 695/12288 50040/884736 ( 5.7%)
    texdata 60/2048 1920/65536 ( 2.9%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 8866/65536 496496/3670016 (13.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1930/65536 108080/3670016 ( 2.9%)
    leaves 4696/65536 150272/2097152 ( 7.2%)
    leaffaces 9822/65536 19644/131072 (15.0%)
    leafbrushes 2613/65536 5226/131072 ( 4.0%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 47750/512000 191000/2048000 ( 9.3%)
    edges 25302/256000 101208/1024000 ( 9.9%)
    LDR worldlights 64/8192 5632/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 649/32768 6490/327680 ( 2.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9015/65536 18030/131072 (13.8%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 18451536/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 76498/393216 (19.5%)
    LDR ambient table 4696/65536 18784/262144 ( 7.2%)
    HDR ambient table 4696/65536 18784/262144 ( 7.2%)
    LDR leaf ambient 32706/65536 915768/1835008 (49.9%)
    HDR leaf ambient 4696/65536 131488/1835008 ( 7.2%)
    occluders 0/0 0/0 ( 0.0%)
    occluder polygons 0/0 0/0 ( 0.0%)
    occluder vert ind 0/0 0/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/10312 ( 0.0%)
    pakfile [variable] 650/0 ( 0.0%)
    physics [variable] 190442/4194304 ( 4.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 22289
    Writing j:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.bsp
    1 minute, 1 second elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "J:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_sylveon_b1.bsp" "J:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_sylveon_b1.bsp
     
  6. DrSquishy

    aa DrSquishy ???

    Messages:
    1,211
    Positive Ratings:
    779
    bmodel 445 has no head node (class 'trigger_teleport', targetname '')

    **** leaked ****
    Entity trigger_teleport (-41128.60 1059.84 -730.00) leaked

    The first one is fatal, the second one is not. Looks like a completely dead entity (try remaking from scratch)

    You also have
    Brush 41404: bounds out of range
    Brush 41404: no visible sides on brush
    I'm not sure if these cause issues but they don't sound good (ctrl+shift+g to select that brush number)
     
  7. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,290
    Positive Ratings:
    858
    Looks like you've got quite a lot of errors. The one I'd focus on the most is this one:
    This means that you have a brush entity that's not actually tied to a brush. Obviously, this is a problem. The only way to find it would be to use entity report, and then delete it or properly tie it to a brush.

    You've also got a bunch of other less fatal but still fairly important errors, put your compile log in here to see them all as well as how to fix them.
     
  8. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
    1,776
    Positive Ratings:
    374
    you can use logic case and change teleports to go to different tele locations