Q4 Peleporter problem!

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Q4 Peleporter problem!

Post by A1yssa »

Player get teleported...rockets(and other ammos) won't pass through my teleporter.

my steps:

The Model:


* Right-click in 2D-view, and select New Model... to create a func_static object.
* Pick the default TP model models/mapobjects/multiplayer/teleporter.lwo.(instead of picking a model, I made a simple brush as the func_static)
* This creates the new Key model in the Entity tab (N-key).
* Add the following Key, Val (value) pairs in the Entity tab:

o solid, 0
o noshadows, 1
o noclipmodel, 1

* Place the model flush to the ground.

The Trigger brush:


* Create a brush the size of the trigger you want to use as a relay. E.g. 128u high, and 128u wide, approximately as deep as TP model.
Note: The brush should be at right angles, not skewed in any way.
* From the Media tab cover the brush with textures/common/trigmulti.
* Right-click in 2D-view, and select trigger, trigger_multiple to turn the brush into a trigger.
* Change the properties of the still selected object, via Entity tab (N-key) and add the following Key, Val pairs:

o anyTouch, 1
o projectile_trigger, 1
Rockets will pass the TP.
o wait, 0

TP Destination:


* Right-click in 2D-view, and select info, info_player_teleport to create a TP destination object.
* Change the properties of the still selected object, via Entity tab and add the following Key, Val pairs:

o angle, 180
Defines direction the player will face after exiting destination.
Must be multiples of 90 (90, 180, 270, 360), or else projectiles will not pass the TP.

* In MP the TP destination usually "floats" one block (64u) above floor and about one block away from a TP behind you, or a wall.
* Deselect everything (Esc-key).
* Select (Shift-click) the trigger_multiple brush first, and then select the info_player_teleport entity.
* Connect the objects with Ctrl + K (or via Selection menu, Connect entities).
* A redish line with arrow should connect the trigger brush and the TP destination.



I placed the trigger over the func_static...what's wrong?
Last edited by A1yssa on Tue Mar 13, 2007 8:46 pm, edited 1 time in total.
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Survivor
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Post by Survivor »

Don't you need a mod to have ammo pass through to teledestinations? Or did that change.
A1yssa
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Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

In quake4?
dichtfux
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Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Survivor wrote:Don't you need a mod to have ammo pass through to teledestinations? Or did that change.
That's exactly what I thought when I read this.

@A1yssa: Maybe you should indicate that this is a Quake 4 thread somewhere (forget it if you did so and I missed it).

EDIT: ahhh, you just did exactly that.

Sorry I can't help with your problem, but I'm not into q4 mapping.
Last edited by dichtfux on Tue Mar 13, 2007 10:26 pm, edited 1 time in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

no I edited!

but...why my teleporter won't work?

:(

I tried to look at some other's .map, but the origin of the line that connects the teleporter with the teleporter_destination does not move...

:\
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Ok, the key to getting rockets/other projectiles to pass through it lies in this part of the instructions that you posted:
o anyTouch, 1
o projectile_trigger, 1
Make sure your trigger looks similar to the following:

Image
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

It is!

Granades come back...
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

I used triggerhotclips instead triggermulti...and now it works!

:\
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Good job figuring that out! :)

I forgot that step when I was messing with a test map a few months ago, and finally went back and looked at the triggers in my other map, and *still* didn't figure it out for a bit because both of those materials use the same editorimage. :icon32:
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

I found the solution on doom3world...

And I learned why I was not able to see the brush clip!
lol, I did not have that option checked in the editor!
^^

Poooour some sugar on meeeeeeeeeee!

:icon29:
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Doh, I forgot about the trigshotclip thing. That's tricky. Somebody should update the Q4 mapping FAQ with that... *cough* pjw *cough* :D
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

shouldn't it works as described in the faq too. should it?

mapping kidnapped me tonight...2:43am here!
^^
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

LOS is killing me!

:\
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

wviperw wrote:Doh, I forgot about the trigshotclip thing. That's tricky. Somebody should update the Q4 mapping FAQ with that... *cough* pjw *cough* :D
Good idea. Done. :)
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