nuclearred
Trained Noob
"Nuclear Red never drops the bomb!"
Posts: 19
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Post by nuclearred on Feb 28, 2010 10:32:16 GMT
Well, I've recently started mapping, and I'm having some problems. I saw Philip's tutorial on teleports, so I made a couple of blocks and grouped them together, and made it a trigger_teleport. (Yes, I have an info_target.) So I wanted to test my teleport. I saved and compiled the map, loaded up CSS and joined CT-forces. I went to my blocks saying "TELE", yet they weren't there. This also happened to me when mapping for Episode 2, yet the problem there was that a doorobject didn't spawn, no matter if I made it prop_physics or static. I also made it a door_rotating, but it just wasn't there. To fix it I had to make a block and make it door_rotating. Anyway, does anybody have a fix?
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Post by Zeph on Feb 28, 2010 11:02:28 GMT
Each teleport needs to be a single brush entity. i don't think you can group multiple brushes and make them a single teleport entity.
You should not be able to 'see' the trigger box in game, the trigger texture is hidden.
func_door_rotating should be a brush entity, not a prop_model.
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Ultimus
Pro Trained Noob
I'm Dutch! What's your excuse?
Posts: 34
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Post by Ultimus on Feb 28, 2010 11:38:29 GMT
Also don't make the frame around the teleport a 'func_teleport' only the trigger brush!
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nuclearred
Trained Noob
"Nuclear Red never drops the bomb!"
Posts: 19
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Post by nuclearred on Feb 28, 2010 15:04:55 GMT
I had already fixed the teleport by making a nodraw-texture around it, making that the teleport rather than the text saying "TELE". The door is something entirely different. Seeing as I'm a newbie, I wanna know if by brush entity, you mean func_brush (or just normal blocks...). If so, explain closer please.
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Post by Zeph on Feb 28, 2010 21:08:28 GMT
brush entity -> create a brush, hit Ctrl+T, make it an entity from that list.
point entity -> click create entity, click in the 3D view, select a entity from that list.
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