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Hammer Teleport problems (Forums : Level Design : Hammer Teleport problems) Locked
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Apr 3 2011 Anchor

Hi, im working on maps for a mod team, and am trying to figure this one out.

The mod is a 3rd person flying shooter, needing long 'corridor' maps. The game uses a custom flying entity called the arwing (starfox mod). Understanding that hammer has limited space, I decided to make multiple 'corridors' in the level and then teleport the user to a new section of the 'corridor' once they hit the end of a section
I made multiple sections and put trigger_teleport at the end, and a info_teleport_destination at the new section, however when i tested the map, the model wont teleport through at all, and neither will the player when they are just walking through it.

Is this a problem with the configuration of mod files, or is there some teleport coding/scripting that needs to happen, or is there an easier way to make corridor style maps without teleports?

Thanks for the help!!

Edited by: BBFETT

Apr 3 2011 Anchor

Sorry to ask the obvious but did you name the entities and fill in the remote destination field in the trigger?

Also; tick the clients box in the flags tab of the trigger.

Edited by: Estranged

Apr 3 2011 Anchor

lol yes, clients is checked, and the names of the remote is filled in the destination field (as tele1) in the trigger

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Apr 3 2011 Anchor

Hmm most odd...

You can try using an info_target but I don't think it will help. Try it anyway. Make an info_target and call it teleport or something similar and reference it in the trigger. Works like a info_teleport_destination.

Apr 4 2011 Anchor

lol, info target did it, oh and physics objects needed to be checked in flags as well, thanks for the tip!

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