Q4 Peleporter problem!
Posted: Tue Mar 13, 2007 7:31 pm
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?
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?