Two teleporters with a TAG. One active, one inactive. Hiting that Tag with EVENT should make them to switch activity. First active to be inactive, and second inactive to be active, placed very, very close.
This thing happened once creating a shortcut, but later were switched back ruining shorcut. Well, I looked in actors to see which EVENT is performing shorcuting and I found nothing (even I checked for Dispatcher and also in ThingFactories to see if some monsters won't ruin teleporters. Nothing ! Just another kind of event:
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Critical: FCollisionHash::ActorLineCheck Critical: CheckWithActors Critical: ULevel::MultiLineCheck Critical: ULevel::Trace Critical: ULevel::FindSpot Critical: ULevel::FarMoveActor Critical: UObject::ProcessEvent Critical: (FavoritesTeleporter MH-RebuildedToBringErrorsAgain.FavoritesTeleporter0, Function Engine.Teleporter.Touch) Critical: TouchTo Critical: AActor::BeginTouch Critical: ULevel::MoveActor Critical: APawn::physWalking Critical: APawn::performPhysics Critical: AActor::Tick Critical: TickAllActors Critical: ULevel::Tick Critical: (NetMode=0) Critical: TickLevel Critical: UGameEngine::Tick Critical: UpdateWorld Critical: MainLoop Exit: Executing UObject::StaticShutdownAfterError Exit: Executing UWindowsClient::ShutdownAfterError Exit: UGalaxyAudioSubsystem::ShutdownAfterError Log: DirectDraw End Mode Exit: UD3D9RenderDevice::ShutdownAfterError Exit: Exiting. Uninitialized: Name subsystem shut down
Such a remake to gain popularity is amusing me especially when is about maps without votes, and suddenly somebody think is cool to rebuild a remake without to see important things wrong done and soon delivering the same results. Even inventory from map was messed adding another ammo-type than ammo used by weapons from start area, is like adding RocketCan for PulseGuns, LOL.