Teleportation Problems

Teleportation Problems

Hammer Mapping — Page [1]
alchemisted
2007 Jan 23 • 2
12 ₧
Hey, I don't know why it keeps doing this. I made a info_target and clicked on name and input Room for the name. Then I made a block, clicked the ToEntity button, made it a trigger_teleport and put Room in the white box where it asks for target and I typed in Room. When I play the map and I step where the box was, it teleports me to middle of the map, the exact middle ( I centered the map on the origin), I have messed with it and can't get it to teleport where I want it to.


Also, I couldn't get it to work so i tried to make a vent to shoot them up instead, how would I insert in air current? Or would I need the push trigger, I tried that too. If it's possible i'll add some screenshots. I would now but I don't know how to add them to a forum post.

Thanks for reading!
 
 
2007 Jan 25 at 18:43 PST
SuperJer
Websiteman

2005 Mar 20 • 6299
trigger_push is what you want but it's extremely unreliable.

Try an info_teleport_destination instead of info_target.

If you don't have info_teleport_destination you may need to download the Expert FGD on this page:
http://www.superjer.com/fgd.php
 
 
2007 Jan 25 at 21:15 PST
alchemisted
2007 Jan 23 • 2
12 ₧
thanks, but now when i try to compile the map it keeps saying the info_teleport_destination has a leak

here is the report:
'

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: hlcsg BuildingMap
Entering BuildingMap.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

1 brushes (totalling 6 sides) discarded from clipping hulls
CreateBrush:
(0.03 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(0.12 seconds)

Using Wadfile: \program files\valve\steam\steamapps\cstrike.wad
- Contains 7 used textures, 77.78 percent of map (123 textures in wad)
Using Wadfile: \program files\valve\steam\steamapps\cstraining.wad
- Contains 2 used textures, 22.22 percent of map (24 textures in wad)

added 1 additional animating textures.
Texture usage is at 0.16 mb (of 4.00 mb MAX)
0.50 seconds elapsed

----- END hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: hlbsp BuildingMap

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


Warning: === LEAK in hull 0 ===
Entity info_teleport_destination @ ( 673, 161,-192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

Warning: === LEAK in hull 1 ===
Entity info_teleport_destination @ ( 673, 161,-192)
Warning: === LEAK in hull 3 ===
Entity info_teleport_destination @ ( 673, 161,-192)
0.42 seconds elapsed

----- END hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: hlvis BuildingMap
>> There was a problem compiling the map.
>> Check the file BuildingMap.log for the cause.

----- END hlvis -----



hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: hlrad BuildingMap
>> There was a problem compiling the map.
>> Check the file BuildingMap.log for the cause.

----- END hlrad -----
 
 
2007 Jan 25 at 21:52 PST
SuperJer
Websiteman

2005 Mar 20 • 6299
The leak has nothing to do with the info_teleport_destination -- it's just saying that the map leaked starting at or NEAR the info_teleport_destination.

Entities can't leak, only your worldspawn can.
 
 
2007 Jan 26 at 10:54 PST
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