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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 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 |
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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 |
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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. |
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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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