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:
Code: Select all
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.