[Solved}Teleporter not working for one team

Oct 6, 2008
1,947
445
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?
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Check to make sure the correct flags are ticked
 
Oct 6, 2008
1,947
445
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.
 
Oct 6, 2008
1,947
445
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.