Retired Community Rep Dacy Posted November 30 Retired Community Rep Posted November 30 I'd be happy to come investigate, I can usually figure out what the problem is. I assume aleph point IS on the map? Not just the beacon? -Dacy Retired CR Active Base Advocate Video base building tutorials here! Want to join the Base Builder's Discord? Check out the Base Directory! Is your base here?
Gerald_Deemer Posted November 30 Posted November 30 4 hours ago, Dacy said: I'd be happy to come investigate, I can usually figure out what the problem is. I assume aleph point IS on the map? Not just the beacon? Yes it´s on the map. I used the small tech portals and gave them the beacons.
Etched Posted November 30 Posted November 30 Silly question.. Are you using the same style of beacons as the teleporter? Tech on Tech and Arcane on Arcane. Reversing the two will cause the teleporter to not see the beacon. I've done this a couple of times and so I figured I'd ask.
Retired Community Rep Dacy Posted December 1 Retired Community Rep Posted December 1 Except, I do not think it would say "Aleph point is not on the map" if it was a beacon problem. It would say there is no beacon attached. Gerald_Deemer, if you want, send me the code and I'll come see what I can see. -Dacy Retired CR Active Base Advocate Video base building tutorials here! Want to join the Base Builder's Discord? Check out the Base Directory! Is your base here?
Gerald_Deemer Posted December 1 Posted December 1 16 hours ago, Etched said: Silly question.. Are you using the same style of beacons as the teleporter? Tech on Tech and Arcane on Arcane. Reversing the two will cause the teleporter to not see the beacon. I've done this a couple of times and so I figured I'd ask. I used the same kind. Just checked it again. 1
Gerald_Deemer Posted December 1 Posted December 1 6 hours ago, Dacy said: Except, I do not think it would say "Aleph point is not on the map" if it was a beacon problem. It would say there is no beacon attached. Gerald_Deemer, if you want, send me the code and I'll come see what I can see. Just sent you the base code. The Teleporter is located in the middle of the big building. It´s the only one there at a door, so I think you can´t miss it. Thank you for your help.
Gerald_Deemer Posted Monday at 09:05 AM Posted Monday at 09:05 AM Is it possible to build too high, so that the teleporters can´t go unterground anymore? I created a large room but I can´t use it as a room. When I try to remove the middle section it removes everything up to the roof. If I jump into a hole in the room my character will land in midair unable to touch the rooms ground. Has anybody made the same experience? Thank you for your replies.
Retired Community Rep Easter Bunny Posted Monday at 03:15 PM Author Retired Community Rep Posted Monday at 03:15 PM It sounds like you are building above the base without setting the Base Ceiling to Open Sky. As a result, when you jump into the room, you land on an invisible roof barrier. Here's a very quick easy to follow tutorial that Dacy has made regarding this: COH Base Quick Tips: How To Open The Sky 1 (\/) Easter Bunny ( . . ) Retired Community Rep | Active Base Advocate c (") (") Community Base Directory | Base Building Guide | Base Building Discord
Gerald_Deemer Posted Monday at 06:15 PM Posted Monday at 06:15 PM 2 hours ago, Easter Bunny said: It sounds like you are building above the base without setting the Base Ceiling to Open Sky. As a result, when you jump into the room, you land on an invisible roof barrier. Here's a very quick easy to follow tutorial that Dacy has made regarding this: COH Base Quick Tips: How To Open The Sky Exactly. And thanks for the vid. It made things clear now to me. I just thought I could build on top of the base and use the roof as usual. Will try it now again with open sky. Too bad I deconstructed the high building already... 1
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