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(Beer_me)lobo
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Post subject: teleporting when dead Posted: Thu Mar 05, 2015 2:53 pm |
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Joined: Tue Jun 10, 2014 12:43 pm Posts: 107
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on a map ive built which has an underground complex which you enter from oustide ,when you get shot inside the complex yourbody ends up oustside on the mountain ,any ideas how to fix this so you stay where you die ??????
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Keebler_750
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Post subject: Re: teleporting when dead Posted: Thu Mar 05, 2015 7:48 pm |
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Joined: Sun Aug 04, 2002 8:00 pm Posts: 1149 Location: Ontario, Canada
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Is it a similar issue to the sloping terrain bug where your heal icon goes away from your pawn and you can't be healed or secured? It sounds like the type of thing I've seen elsewhere...
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(Beer_me)lobo
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 2:58 pm |
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Joined: Tue Jun 10, 2014 12:43 pm Posts: 107
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no you body warps to a totally different part of the map
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uni-sol
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 3:17 pm |
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Joined: Fri Oct 28, 2011 1:11 pm Posts: 3518 Location: Czervenia
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that sounds a very weird bug..
is the ground itself level where the pawn dies?
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(Beer_me)lobo
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 3:22 pm |
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Joined: Tue Jun 10, 2014 12:43 pm Posts: 107
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thanks to delta ive seen the problem just not sure how to fix it , the pylon is only seeing outside as a playable area , so when you die it puts you on the playable area ,hence bodies warping to outside,
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uni-sol
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 3:34 pm |
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Joined: Fri Oct 28, 2011 1:11 pm Posts: 3518 Location: Czervenia
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that would make sense my next question was gonna be asking stupid questions along the lines of trigger volumes and possible failed kismet attempts  try moving the pylon actor around and check the paths. also, im not sure if this would fix, but you can have more than the one pylon actor in the map, you could even try making the playable area of the original pylon bigger. i have never had the issue so can only speculate unfortuantely.
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(Beer_me)lobo
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 3:41 pm |
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Joined: Tue Jun 10, 2014 12:43 pm Posts: 107
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im on that now , moved the 1st plyon to lowest floor level ,added a second pylon and seems to work ,also found you cant overlap pylon areas ,also found that spawn barriers seem to stop plyon seeing playable areas , its a w.i.p lol
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={KTS}=DELTATHUND3R
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 5:25 pm |
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Joined: Mon Aug 21, 2006 6:06 pm Posts: 640
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-=}WoLvErInE{=-
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 6:16 pm |
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Joined: Wed Nov 27, 2013 9:45 pm Posts: 1442 Location: Chi-Town
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Correct. Pylon actors....think of it as the brains of the operation. If you hit the letter "p" on your keyboard, you'll see the navigation paths. green color is what you're looking for. make sure your whole playing area is encompassed by the pylon actor.
Also you can have 2 pylons overlapping, all depends on your overall size. the pylon actor can not be overlapped by the edge of the square line.
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Keebler_750
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Post subject: Re: teleporting when dead Posted: Fri Mar 06, 2015 9:03 pm |
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Joined: Sun Aug 04, 2002 8:00 pm Posts: 1149 Location: Ontario, Canada
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I made the volume attached to the pylon nice and small on my outdoor map. Hasn't caused any issue that I've seen yet...?
: shrug :
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