Quake 4 Teleporter Problem

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Quake 4 Teleporter Problem

Post by [TJD]Rico »

Posting a new thread as requested but some irate chap.

unitool, thank-you for access to your map. Everything I have looks identical to what's in your map, but if I create a TP in your map it still only teleports me, and not my rockets. If I clone your TP, everything works.

The only thing that strikes me as different is that your trigger_multiple and my trigger_multiple get painted with a different texture in the 3D view:

Image

On the left is a unitool one, and on the right is mine. As you can see, the "Textures (in use)" box also displays two different trigger_multiple textures.

All I can think is that I'm going the wrong way about inserting my trigger_multiple. These are the two ways I've tried it:

1. right-click, select "triggers", then "trigger_multiple".

2. create a box using any texture (caulk), then select it and change it into a trigger_multiple as in 1. above.

Do you do it any differently?

Thanks for any ideas anyone has.
unitool
Posts: 77
Joined: Sat Dec 18, 1999 8:00 am

Post by unitool »

I think it's just the particular trigger texture that is being used. The clipshotmulti or whatever it is called is the only one I found that works...
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

A few words from your moderator...

Post by obsidian »

Hello, as your forum moderator, I just wanted to say just how much I hate all of you. After just a couple of days of not checking this forum, you guys make a big mess in the "Q4 Tutorial Request" thread and then while frolicking about in your own self-centered disregard of any sense of order, happily ask me to clean it all up for you. Well, thanks a bunch guys. I have to manually delete each post, separate them and then post them back into their correct threads. You have made me very angry and you shall all tremble with my terrible retribution. Don't worry, it's coming soon, so you don't have long to wait for your miserable lives to end.

Your one and only truly evil forum overlord,

-Obsidian.

P.S. In case you haven't noticed, I'm very mad at all of you!
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Oh, and here are the posts from that other thread, cleaned and sorted:
TJDRico wrote:I would like a teleporter tutorial. I read one translated from German, and using that I have created a teleporter that transports the player (mp) just fine. However, it doesn't transport my rockets, even though projectile_trigger is set to 1.

I opened up q4dm8 to see if I could work out what the official maps did, and the telporters on that map don't even seem to have a trigger brush all, so I can't work out how they operate. They just seem to have the TP static and the effect. I made sure the 3D view was set to display triggers.

Anyway, that's what I'm "stuck" on at the moment.

Thanks for the hint about ambient lighting.
unitool wrote:Again, not to be a dick....but if you'd just clicked the link above... http://www.doom3world.org/phpbb2/index.php and gone to the Quake 4 Editing forum, you would have found this link... http://www.doom3world.org/phpbb2/viewtopic.php?t=13073 , which explains how to do what you are asking.

Instead, you're sitting here, waiting for someone to answer. Don't get me wrong, I've been around here longer than a lot of people and I love me some Q3W, but if the info you want already exists in an easy to search location, why try to reinvent the wheel here?

You know what would be cool here? A single stickythread with links to tutorials on how to do stuff in Doom 3 / Quake 4....

And one more thing.....Quaker-X? Hahaha...screw you. ;)
TJDRico wrote:Well, not to be a dick, but I've already seen that thread, and the information in that post doesn't work for me. =) I already have projectile_trigger: 1 and anyTouch: 1, and as far as I can see everything is set up correctly. I've even found the trigger brush on dm8, and my TP trigger looks like it has everything the dm8 one does.

Ho hum.
unitool wrote:WHY YOU GOTTA BE A DICK?! ;)

Well damn...sorry to hear that doesn't work, because I plan on using that little feature in my map. I have not gotten that far yet, so I can't offer any help.
TJDRico wrote:Hehe unitool. =)

I really don't know why it's not working. I've checked and double-checked, and everything that's in the official map is also in my map. Maybe it's just bad luck. Maybe it'll work next time I try it in a different map. =)
unitool wrote:You better check it again! I hooked it up in my map just now and it worked no problem, first try. I'm a big fan of the two-way teleporter system, so I can see where this will be a lot of fun.
TossSalad wrote:This teleport business is definately NOT working.
There is something else.

I've followed the "anyTouch/projectile_trigger" direction in five different maps and none of them work.

The teleports themselves work fine; but rockets do not pass.
I don't know if the level needs to be constructed a certain way, but the simple instruction of adding those 2 values definately is not the final answer.
unitool wrote:I don't know if it matters or not, but make sure you're starting your game in mp mode. For all I know, the feature may not work in sp mode.

ETA - my map is the crappiest thing ever - it's just a bunch of shapes and excessive curvature right now, but it only took me about 5 minutes to stick it in a box and add TP's that TP grenades, so I know for a fact it's working.
TJDRico wrote:I'm definitely playing it in MP mode, unitool. I can capture flags, and everything. I'm kinda glad TossSalad is also having a problem and it's not just me and my noobness.
TJDRico wrote:Bah, just had another go with a completely separate map, and still no joy. unitool, would you consider doing a quick box map with just a working (projectile) teleporter and player start and mailing me a copy? rico at justice-department.org.uk if you would, but no worries if you can't be arsed. =)

It's got to be something trivial yet fundamental that I'm doing wrong, I'm sure.
unitool wrote:Here's that sample map, just the same...

http://toolcrib.gotdoofed.com/unitool_portaltest.zip

Download this zip file and extract it inside your q4base directory. It'll put unitool_portaltest.cfg in your q4base folder and a few map files into ......\id Software\Quake 4\q4base\maps\mp. Run the game and exec unitool_portaltest.cfg and you will behold the wonder of the working projectile teleporter.

Maybe everyone knows this, but it was news to me - while I was goofing around with this I noticed that the projectiles maintain thier direction relative to the landing pad, so you can have a lot of fun shooting grenades into the teleporter from different angles and checking out where it is heading when it pops out the other side.

Heads up!
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pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: A few words from your moderator...

Post by pjw »

obsidian wrote:stuff
My favorite part is contrasting how much you hate us with the amount of work it takes to make everything nice for us. Irony is cool. :)

Also, you might find this useful, to save some typing on your part in the future:

Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: A few words from your moderator...

Post by obsidian »

pjw wrote:Irony is cool.
Yeah, I'm like the cute, furry, stuffed animal version of Lord Vader. Lovable, yet menacing at the same time.

Thanks for the picture. Future avatar?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
TossSalad
Posts: 11
Joined: Mon Oct 22, 2001 7:00 am

Post by TossSalad »

For what it's worth:

This thread solved a MAJOR undocumented problem. I literally lost sleep over this problem. And there are very few places to get good help with Quake 4 editing.

Many many thanks to Rico & unitool.
I had everything setup right.
But, I was using the "common/trigmulti" texture for my teleports.
But you HAVE TO USE "common/trigshotclip" to get projectiles to pass.
I switched my textures, and disco, problem solved.
Method should really write up a tutorial so perhaps other's won't have to go thru the 48 hours of hair loss that I went thru. :)

Thanks again everyone.
Thanks a ton! :)
[TJD]Rico
Posts: 109
Joined: Tue Oct 18, 2005 8:19 pm

Post by [TJD]Rico »

Haha, I solved your problem without realising I'd solved the same problem for myself. I didn't twig that I could just pick a different trigger texture! Now I've selected my trigger_multiple brushes and selected the other trigger texture, my rockets and grenades are teleporting. Heheh, doh! Thanks TossSalad. If you hadn't posted I probalby still wouldn't have twigged...
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