[Solved}Teleporter not working for one team

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Mar 5, 2019.

  1. Kill_the_Bug

    aa Kill_the_Bug

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    I hate teleports especially when they do this

    Red team - set up - working perfectly with red filter

    Blu team - exact same set up with blue filter - the only difference is the name of the case i.e. blue case vs red case

    the blue tele works if I use a remote destination, but I'm using a case logic to send to different locations.

    have spent another 6 hours trying to fix THIS DAMN ****** THING!!!

    Any ideas why it would work for team 1 and not team 2?
     
  2. comradecommie

    comradecommie L3: Member

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    Do the teleport destinations have a filter?
     
  3. Narpas

    aa Narpas Takes way to long to make and update maps

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    Check to make sure the correct flags are ticked
     
  4. Kill_the_Bug

    aa Kill_the_Bug

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    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.
     
  5. Kill_the_Bug

    aa Kill_the_Bug

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    I need to learn how to f'in spell on the exits I put blue where in the trigger/case/changetargets I had blu < staring at the code for too tong makes you miss things.