View Full Version : Help me debug my map!
Texas Chainstore Manager
04-13-2005, 06:09 PM
I've got three errors on my map :(. Can anyone help?
1. The rear ladders are supposed to have enemy func_fortsites over them so the team whose flat they are in can't build on them... but the func_fortsites don't seem to be restricting construction.
2. The doors at the bottom have trigger_multiples in front of them which lock the doors when the flag touches them and unlock the doors when the flag stops touching them.. except they don't work. Their filter_names can be found next to the corresponding flag. The lights over the flag are supposed to turn on/off depending on whether the flag is taken or in base, but they don't - I suspect the problem with the doors and the problem with the lights is connected.
3. The func_door for the item spawner on the combine side doesn't seem to open when fighttime starts, even though the gametimer has an output telling it to. If you want to find the logic_math for this, you'll have to use entity report because I lost it somewhere... but it's definately on the map.
Here's the vmf:
http://www.geocities.com/texas_chainstore_manager/sf_flats_vmf
Murkrow
04-13-2005, 06:30 PM
I've got three errors on my map :(. Can anyone help?
1. The rear ladders are supposed to have enemy func_fortsites over them so the team whose flat they are in can't build on them... but the func_fortsites don't seem to be restricting construction.
2. The doors at the bottom have trigger_multiples in front of them which lock the doors when the flag touches them and unlock the doors when the flag stops touching them.. except they don't work. Their filter_names can be found next to the corresponding flag. The lights over the flag are supposed to turn on/off depending on whether the flag is taken or in base, but they don't - I suspect the problem with the doors and the problem with the lights is connected.
3. The func_door for the item spawner on the combine side doesn't seem to open when fighttime starts, even though the gametimer has an output telling it to. If you want to find the logic_math for this, you'll have to use entity report because I lost it somewhere... but it's definately on the map.
Here's the vmf:
http://www.geocities.com/texas_chainstore_manager/sf_flats_vmf
1: you have fortsite for team 1 in fortsite for team 2. that dont work. yes, this means a lot of work with clip tool
2: dont understand... duh
3: there is no logic_math...
PS: you shoulda use vertexing tool for elipse door... this version is bit... fpskilling...
PS2: lots of walls are overlapping... that doesent look very good ingame.. 20 min with clip tool and youre done.
Saxywolf
04-13-2005, 09:02 PM
1) try func_nofreeze
2) Are you trying to prevent a person with the flag from getting through? I'm not sure you can do this... try 2 triggers. One just outside the door to lock the door if it senses the flag, and another on both sides of the door to open the door.
3) I see how the login_math is involved... you'll have to check your setting (especially so that the other side isn't triggering it). I can't find anything logically wrong.
I think the only thing that would kill FPS about your arch is if textures split the brush face. I'm not sure how HL2 does it tho. To be safe, you should clean up your arch.
TCM is right, your brushes should not overlap.
Did you remember to make more spawn points?
Texas Chainstore Manager
04-13-2005, 09:36 PM
func_nofreeze! Thanks... being the complete mapping nublet that I am, I didn't even know it existed :D.
Regarding using the flag as a named entity when it's been picked up... I'm sure you can do it, I did it before... but suddenly it's not working. I'd love to blame valve and say that it's a fault in hammer, but that's not solving anything.
Can an "open" input open a locked door?
there is no logic_math
Hah, I meant math_counter. Silly me.
you shoulda use vertexing tool for elipse door... this version is bit... fpskilling...
Wouldn't that result in a concave brush?
How else can I clean up my arch? I tried the arch primitive, but I can't think of an efficient way of making it the right shape.
lots of walls are overlapping... that doesent look very good ingame.. 20 min with clip tool and youre done.
None of it shows up, I couldn't be bothered to fix it. But I will for the next version if people are gonna gripe :P.
1: you have fortsite for team 1 in fortsite for team 2.
Don't think I do.
Did you remember to make more spawn points?
I moved the existing ones to different locations, there were plenty already. It works fine.
Saxywolf
04-13-2005, 11:53 PM
I couldn't get a trigger to add score when you step into it... so I haven't gotten it to work as an object when your carrying it. I wonder if you can move through the physics clip in the test map above the storage room with the flag. I remember the flag bouncing off it when I tried to launch it up there.
No, I don't think a locked door can be triggered to open.
Do not use the vertex tool to make a concave brush. Just simplify the shapes that are there... make several rectangular brushes to fill in most of the arch (the solid part of course) then use the tiangles to fill in the rest. Personally I don't think you really need to worry about it, but again, I don't know how the engine splits faces with textures.
Overlapping brushes are apparently not creating problem or artifacts onthis map, but do you best to avoid it in the future.
You do have some fortsite for team 1 in team 2 (and reverse). The func_fortsite brushes around the ladder are slightly overlapping. I'm not sure if this creates a problem, but who knows. Personally, I'd put physics clips around the ladders.
yahoo
04-13-2005, 11:57 PM
i did not look at the map yet but if you have not done this try it. make all of the pieces of the arch in nodraw. than only texture the outside of the arch. this would not be fps killing. you probably did this thought, i have not checked, but if you did not that would help.
Saxywolf
04-14-2005, 12:01 AM
I don't think that help yahoo... cause when the map is compiled it splits faces along coincidental edges of other brushes and doesn't include hidden faces. Thats why when you float around outside (or inside the walls of) a map, you can see through things.
Guess I should make a map that has alot of hidden faces and try it out for myself tho...
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