- Jun 21, 2018
- 1
- 0
SOLVED! Found out through Reddit the teleport location has to be on the same Z axis.
(this is a copypasta from a post I made on Reddit, I didn't know about this forum until a friend referred me)
Hello, I've been trying to make a relative teleport so a player wouldn't know they were walking down a hallway and suddenly put inside a different hallway. And it works, but not perfectly. I have a trigger_teleport with a local landmark entity connected to a point_teleport (the other teleport entities like info_teleport_destination work fine as well) and it works fine and dandy, but one small problem. When you teleport the camera visibly jumps/stutters.
Now I have tried jumping through the trigger_teleport and that is perfectly seamless, it's only when the player is touching the ground does it jump. I think it's because of how you're sort of magnetically stuck to the ground. (like how with 0 grav you can walk down smooth ramps, and how in spec when you hit the floor at a low angle you lock to it for a sec)
Is there ANY method around this that doesn't involve changing the geometry of my hallway? I don't want to force the player to jump over some silly obstacle to force them to be mid-air whilst hitting the trigger, I want a seamless hallway to walk through.
Video example:
View: https://youtu.be/nohfpcZfPBE
Thanks for any help and suggestions
(this is a copypasta from a post I made on Reddit, I didn't know about this forum until a friend referred me)
Hello, I've been trying to make a relative teleport so a player wouldn't know they were walking down a hallway and suddenly put inside a different hallway. And it works, but not perfectly. I have a trigger_teleport with a local landmark entity connected to a point_teleport (the other teleport entities like info_teleport_destination work fine as well) and it works fine and dandy, but one small problem. When you teleport the camera visibly jumps/stutters.
Now I have tried jumping through the trigger_teleport and that is perfectly seamless, it's only when the player is touching the ground does it jump. I think it's because of how you're sort of magnetically stuck to the ground. (like how with 0 grav you can walk down smooth ramps, and how in spec when you hit the floor at a low angle you lock to it for a sec)
Is there ANY method around this that doesn't involve changing the geometry of my hallway? I don't want to force the player to jump over some silly obstacle to force them to be mid-air whilst hitting the trigger, I want a seamless hallway to walk through.
Video example:
Thanks for any help and suggestions
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