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Posted

First: I read the TP guide, below. Maybe I missed what I'm looking for, but here is my issue:

 

Tested to see if portal/destinations were linked. 

image.png.a457ba3243d684a2a74976db74b7a993.png

It appears they are?

 

But then when I go "live:"

image.png.88ce04ed3926a367eb64d1a510c037e5.png

 

I deleted the original small portal and tried a second one. No dice. Also switched portal types:

image.png.b0ae80fd8efadb11eefd7eb7280eb066.png

Same thing.

 

I'm pretty sure I've used these rings for normal TP egress on a different base, and everything was fine. I must be doing something wrong here, but I'm not sure what.

I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted

These things can always be so finicky.  🙂  

 

A couple possible things to check....

  • Do you have Tech beacons matched to a Tech portal?  Or Magic beacons to a Magic Portal?  Tech beacons do not work with Magic portals and vice versa.
  • Are the beacons you've placed lead to zones your character can go to?  I spent HOURS trying to figure out this exact issue when my HERO was placing Villain beacons and I couldn't figure out why the Villain zones weren't showing!  ...because I couldn't go there anyway, obviously, but they were in fact working.  I just I forgot I wasn't on a Vigilante/Rogue/Villain.  LOL  😄 
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Posted
20 hours ago, cranebump said:

First: I read the TP guide, below. Maybe I missed what I'm looking for, but here is my issue:

 

Tested to see if portal/destinations were linked. 

image.png.a457ba3243d684a2a74976db74b7a993.png

It appears they are?

 

But then when I go "live:"

image.png.88ce04ed3926a367eb64d1a510c037e5.png

 

I deleted the original small portal and tried a second one. No dice. Also switched portal types:

image.png.b0ae80fd8efadb11eefd7eb7280eb066.png

Same thing.

 

I'm pretty sure I've used these rings for normal TP egress on a different base, and everything was fine. I must be doing something wrong here, but I'm not sure what.

What alignment is your builder. A full blue cannot access red zones and a full red cannot access blue zones 

Posted
1 hour ago, PotatoLove said:

What alignment is your builder. A full blue cannot access red zones and a full red cannot access blue zones 

Good point. He's full blue. I'll change alignment and see if that's the problem. Thank you.

I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

  • 1 month later
Posted

I was having a similar problem and what helped me in the end was making sure the beacons were wall mounted and the portal was floor mounted, when i had the portal flush on the wall over the beacons it stopped working.

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Posted
11 hours ago, palateswap said:

I was having a similar problem and what helped me in the end was making sure the beacons were wall mounted and the portal was floor mounted, when i had the portal flush on the wall over the beacons it stopped working.

That...shouldn't happen. There should be no difference in performance if the teleporter is over the beacons, whether flush to the wall or any other way. I routinely place my teleporter next to the wall, (tho attachment is set to floor) or the teleporter is even partly buried, and all the beacons are buried in the floor or behind the wall, and I've never had an issue with a teleporter working, ever.  Some things I have seen that do interfere:

  • Beacons are too far from the teleporter, especially if other teleporters are nearby. The beacons end up not knowing where to attach.
  • Beacons are of a different origin than teleporter
  • Beacons are there but due to alignment, can't be seen (as stated above)
  • (rare and they think they fixed this when PvP was introduced): beacons are being interfered with by another teleporter, such as medical or even the AE rez pad. (It can't be used as a teleporter, but apparently still has a little bit of teleporter programming tied to it, because it will sometimes interact strangely if other teleporters are nearby)

If you have the problem you just described again, please give me a DM in game @Dacy, and let me come see it.

 

-Dacy

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Posted (edited)
8 hours ago, Dacy said:

That...shouldn't happen. There should be no difference in performance if the teleporter is over the beacons, whether flush to the wall or any other way. I routinely place my teleporter next to the wall, (tho attachment is set to floor) or the teleporter is even partly buried, and all the beacons are buried in the floor or behind the wall, and I've never had an issue with a teleporter working, ever.  Some things I have seen that do interfere:

  • Beacons are too far from the teleporter, especially if other teleporters are nearby. The beacons end up not knowing where to attach.
  • Beacons are of a different origin than teleporter
  • Beacons are there but due to alignment, can't be seen (as stated above)
  • (rare and they think they fixed this when PvP was introduced): beacons are being interfered with by another teleporter, such as medical or even the AE rez pad. (It can't be used as a teleporter, but apparently still has a little bit of teleporter programming tied to it, because it will sometimes interact strangely if other teleporters are nearby)

If you have the problem you just described again, please give me a DM in game @Dacy, and let me come see it.

 

-Dacy

I see, the solution I came upon could have been a placebo and the problem was something else, but it was the thing that seemed to work. I have three teleportals in a row very close to each other, one of them seemed to work wall mounted but the other two wouldnt until I moved them off the wall. Perhaps the detection got confused with so many portals and beacons in close proximity. Maybe I'll see if I can break em again and show you.

Edit: Oh by wall mounted I mean collision set to wall, if that makes a difference.

Edited by palateswap
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Posted

Since it has apparently been a couple of days, this obviously isn't the problem but... sometimes teleporters won't recognize beacons simply because the base/editor needs to be reset. Exit the editor, exit the base, maybe even go so far as to exit the game. Come back in a bit and voila... it suddenly works. The old "turn it off then turn it back on again" solution.

Apparently not the issue here but I figured it should be mentioned, just in case.

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"Not all who wander are lost" - JRR Tolkien

Posted

FWIW, I usually embed the beacon invisibly in the wall behind the portal, and I've had no issues other than with the usual fussy bits.

UPDATED: v4.15 Technical Guide (post 27p7)... 154 pages of comprehensive and validated info on on the nuts and bolts!
ALSO:  GABS Bindfile  ·  WindowScaler  ·  Teleport Guide  ·  and City of Zeroes  all at  www.Shenanigunner.com

 
Posted

Same issue. I've left the base and teleported back in, as well as closed the game completely and booted it back up. However, it still doesn't work. I've tried replacing the arcane teleport with other arcane-specific portals, but none of them work. I've included a link to an unlisted video showing my exact issue.

 

 

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Posted

Looks to me very much as though you are a pure hero? You can't see destinations to villain side when you're pure hero. But they're there, they're attached, and if a villain or rogue or even a vigilante came it, I bet they could see and use the portals. I'd be happy to come confirm!

 

-Dacy

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Posted
1 hour ago, heyedwin said:

Same issue. I've left the base and teleported back in, as well as closed the game completely and booted it back up. However, it still doesn't work. I've tried replacing the arcane teleport with other arcane-specific portals, but none of them work. I've included a link to an unlisted video showing my exact issue.

 

 

Dacy beat me to it but she is correct. He is a hero attempting to access a villain teleport. Nothing is goin to show up.

 

@Etched

Posted
17 minutes ago, Dacy said:

Looks to me very much as though you are a pure hero? You can't see destinations to villain side when you're pure hero. But they're there, they're attached, and if a villain or rogue or even a vigilante came it, I bet they could see and use the portals. I'd be happy to come confirm!

 

-Dacy

Thanks.

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  • 1 year later
Posted

My question may have a very basic answer that I am just not figuring out, which is...is there a way to adjust the list of teleporter destinations?

 

Examples

TPBeacon1.thumb.jpg.abebe7f532a6c9fbe163fe5f7b2d330d.jpg

 

My regular zone beacons are listed (in picture) Atlas upper left then below that Kings etc etc until PI lower right  and the list for destinations is pretty much in line with level range or how I thought I had the beacons arranged on the wall.

 

Now my Hazard Zones

TPBeacon2.thumb.jpg.60febd28aba57a0f5c64a90490201fb9.jpg

 

Basically set up the same as regular zones with Perez on the upper left then below that Hallows etc etc until Eden in the lower right.

Yet my teleporter listing is "off" for lack of a better description. Now I have gone in an re-edited by removing the beacons attacked to the telepad and re-adding them back, even trying different configurations on the wall  (Like PP upper left and Hallows just to the right of that etc etc.)  Is there anyway to adjust the listing so that my OCD will not twinge every time I need to go to a hazard zone.  What keeps getting listed is in no way logical in any manner.

Posted (edited)
49 minutes ago, Pazahar said:

My question may have a very basic answer that I am just not figuring out, which is...is there a way to adjust the list of teleporter destinations?

 

Examples

TPBeacon1.thumb.jpg.abebe7f532a6c9fbe163fe5f7b2d330d.jpg

 

My regular zone beacons are listed (in picture) Atlas upper left then below that Kings etc etc until PI lower right  and the list for destinations is pretty much in line with level range or how I thought I had the beacons arranged on the wall.

 

Now my Hazard Zones

TPBeacon2.thumb.jpg.60febd28aba57a0f5c64a90490201fb9.jpg

 

Basically set up the same as regular zones with Perez on the upper left then below that Hallows etc etc until Eden in the lower right.

Yet my teleporter listing is "off" for lack of a better description. Now I have gone in an re-edited by removing the beacons attacked to the telepad and re-adding them back, even trying different configurations on the wall  (Like PP upper left and Hallows just to the right of that etc etc.)  Is there anyway to adjust the listing so that my OCD will not twinge every time I need to go to a hazard zone.  What keeps getting listed is in no way logical in any manner.

My understanding is that the order you attach them makes no difference. They will always be in the same order in the list. I remember someone explaining why this is the case, but it's been years and I don't remember exactly why that is.

Edited: After thinking about it for a minute, I seem to remember something about each zone having an identifying number(?) and appearing in numerical order in any of the teleport lists, no matter how the beacons are arranged.

Edited by On-Fire Dude
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Posted
1 hour ago, On-Fire Dude said:

Edited: After thinking about it for a minute, I seem to remember something about each zone having an identifying number(?) and appearing in numerical order in any of the teleport lists, no matter how the beacons are arranged.

 

Thank you for this bit of info.  This makes sense now.  I've always wondered the same thing about the teleport beacons.  Villain beacons are always in order of zone level, but hero zones are quite a mess due to hazard zones and some lower / mid level ones coming into the game at a later date, like Striga.  

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Posted

The teleporter beacon names can be arranged to a certain extent. However, only within categories that are not immediately obvious.

 

The beacons are coded by date of creation, and these dates are in groups. The original zones are in one group, which includes the original hazard zones; but zones created later will be arranged after and appear after zones that were created first. So, your first list, which happens to include all original zones and THEN a later zone, all appear in the order you happened to have put them in. Had you tried to put Pocket D at the top, it would not have stayed there, as it was created later. So, again, you can arrange the order of how zones appear as long as you keep the ones you are arranging all from the same time of creation.

 

I can't make it much more clear with just words, you may have to experiment to get a good sense of which zones were created first, second, and so forth, or just look it up. 🙂

 

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Posted
1 hour ago, Dacy said:

I can't make it much more clear with just words, you may have to experiment to get a good sense of which zones were created first, second, and so forth, or just look it up

 

I think this is the order that beacons are listed (if we could attach all 38 to one)

 

  1. Atlas Park
  2. Kings Row
  3. Steel Canyon
  4. Skyway City
  5. Talos Island
  6. Independance Port
  7. Founders Falls
  8. Brickstown
  9. Perez Park
  10. Boomtown
  11. Crey's Folly
  12. Terra Volta
  13. Eden
  14. Dark Astoria
  15. Kallisti Wharf
  16. Nova Praetoria
  17. Imperial City
  18. Neutropolis
  19. First Ward
  20. Night Ward
  21. Peregrine Island
  22. The Hollows
  23. Firebase Zulu
  24. Cascade Archipelago
  25. The Chantry
  26. The Storm Palace
  27. Mercy Island
  28. Port Oakes
  29. Cap au Diable
  30. Sharkhead
  31. Nerva
  32. St. Martial
  33. Grandville
  34. Striga
  35. Croata
  36. Pocket D
  37. Faultline
  38. Rikti War Zone
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Posted
43 minutes ago, Dacy said:

Nice, Lemming!! Thanks. I was fumbling 🙂

 

Too many long days of late...

I've been redoing beacons in my bases.   Also noticed, you can double up any of the zones listed, and they'll only show once on a portal, but internal beacons will show as many times as you put.   (To make sure I don't attach a new beacon to a portal, i tend to attach ten on the old ones)

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