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?
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.
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.