Once again, a compile problem Created 18 years ago2006-10-31 03:42:00 UTC by Jessie Jessie

Created 18 years ago2006-10-31 03:42:00 UTC by Jessie Jessie

Posted 18 years ago2006-10-31 03:42:00 UTC Post #201438
In hlvis, an error that says "MAX_PORTALS_ON_LEAF" appears. Also, at hlrad, it says "there was a problem compiling the map", and I don't really see anything that could be a problem (except the fact that there is a host of cylinders, exactly the same).

What could be the problem here?

P.S. The map will be in the problem section under the name of "damn compiling" soon.
Jessie JessieTrans Rights <3
Posted 18 years ago2006-10-31 08:32:12 UTC Post #201473
Search Tommy 14's site, before you ask questions on compile errors.
It has the answers to almost every possible error.

Clicky
Daubster DaubsterVault Dweller
Posted 18 years ago2006-10-31 14:44:01 UTC Post #201502
You most likely didn't tie the cilinders to func_wall, which causes massive cuts and visleaves.
Posted 18 years ago2006-11-02 21:51:54 UTC Post #201758
Cloning objects inexplicably sometimes causes this error too. Another fix is to simply delete them all and rebuild, or delete/compile/undo delete and compile again does it as well for whatever reason.
Posted 18 years ago2006-11-03 02:13:31 UTC Post #201789
The Func_wall thing worked, but now i've got a different question. Can you re-use amb_generics? I've got one amb_gen, and a couple of different spots trigger the sound. Of course, I have "Play Everywhere" checked, but the sound only works once, even using the same trigger. :cry: :( :| :) :D :biggrin:
Jessie JessieTrans Rights <3
Posted 18 years ago2006-11-04 18:47:22 UTC Post #201917
You definitely can, though I don't know the specifics. A couple of things I do know for sure:

If the ambient contains cues--meaning it will repeat forever when activated--, you could trigger it on/off using a multimanager each time you want it activated.

Perhaps even without cues, you may have to trigger it "off" before it will trigger "on" for you again. I've noticed this is how it works with trigger_cameras, so maybe the same applies to ambients :unsure:
Posted 18 years ago2006-11-04 20:03:14 UTC Post #201924
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Jessie JessieTrans Rights <3
Posted 18 years ago2006-11-04 20:12:49 UTC Post #201926
Do a simple test map judging the behaivor of the ambient entity if you're :unsure:. ;)

Each time you want to trigger the sound, target a seperate multimanager that turns the ambient_generic on, and then off after a period of time.

If you don't Know how to use MM, check tutorials/example maps for more information.

edit: On second thought, it would probaby just be simpler using 3 instances of the the ambient_generic ;)
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