Ok, basically every map I have now has this problem. Every time you try to go thru a teleporter it won't let you. You just get stuck trying to drive forward. It works fine if you jump through it, but it doesn't work driving in to it.
Does anybody else have this problem?
Teleporter problems
- ducatiwannabe
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- LouMan
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For mesh to mesh teleporters:
My solution to this problem has been to place small standard boxes (with the same width as the teleporters) underneith the teleporters and "inside" the mesh(es). Both the boxes and teleporters should be elevated by a small amount from the mesh(es). This will allow tanks to drive through without getting stuck (tanks can drive up and over very small "bumps").
e.g., for a single teleporter on top of a mesh object with a height of 10:
box
position 0 0 9.001
size .5 10 1
end
teleporter
position 0 0 10.001
size .5 10 8
end
My solution to this problem has been to place small standard boxes (with the same width as the teleporters) underneith the teleporters and "inside" the mesh(es). Both the boxes and teleporters should be elevated by a small amount from the mesh(es). This will allow tanks to drive through without getting stuck (tanks can drive up and over very small "bumps").
e.g., for a single teleporter on top of a mesh object with a height of 10:
box
position 0 0 9.001
size .5 10 1
end
teleporter
position 0 0 10.001
size .5 10 8
end
Another teleporter problem and its solution:
If you make two teleporters of different sizes (Y and Z values), and link them, you're asking for stuck tanks. The client/server is attempting to transport a tank at a specific place in the first teleporter to a proportional place in the second teleporter. This is especially troublesome if a tank is passing through the first teleporter, near its border, and exiting the second teleporter which is set to a smaller size.
I'm not sure if this problem has been addressed since 1.7x, but I always make sure linked teleporters are the same size.
If you make two teleporters of different sizes (Y and Z values), and link them, you're asking for stuck tanks. The client/server is attempting to transport a tank at a specific place in the first teleporter to a proportional place in the second teleporter. This is especially troublesome if a tank is passing through the first teleporter, near its border, and exiting the second teleporter which is set to a smaller size.
I'm not sure if this problem has been addressed since 1.7x, but I always make sure linked teleporters are the same size.
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
foreach(noob in this.game){return frag(noob);}}