Forum posts

Posted 17 years ago2007-01-17 03:27:10 UTC
in Spirit crashes Half-Life Post #209788
Exactly the same as the compile log posted above. I know the cause for the problem in VIS and RAD, and that's the leak which I need to get in to fix.
Posted 17 years ago2007-01-16 19:23:45 UTC
in Spirit crashes Half-Life Post #209773
That's another problem. The pointfile loops over itself so much on the 2D views that the only way I know how to find it is to manually locate it in-game.
Posted 17 years ago2007-01-16 16:54:37 UTC
in Spirit crashes Half-Life Post #209763
Ever since I installed Spirit, I have been unable to compile any maps, whether I use the Spirit Hammer configuration or not. There's nothing wrong with my most recent compile log, save a leak that I need to find in game, but still, the game loads up the console, then 'Half-Life Launcher has encountered an error and needs to close'. And I know it isn't barney.wad that's causing the problem, since I have compiled a map just fine with it before.

Here's the compile log anyway, in case it can help somebody work this out.

** Executing...
** Command: Change Directory
** Parameters: C:SierraHalf-Life

** Executing...
** Command: Copy File
** Parameters: "D:Program FilesValve Hammer Editormapstransitcartest.map" "C:SierraHalf-Lifevalvemapstransitcartest.map"

** Executing...
** Command: D:PROGRA~1VALVEH~1zonerhlcsg.exe
** Parameters: "C:SierraHalf-Lifevalvemapstransitcartest"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: D:PROGRA~1VALVEH~1zonerhlcsg.exe C:SierraHalf-Lifevalvemapstransitcartest
Entering C:SierraHalf-Lifevalvemapstransitcartest.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.35 seconds)
SetModelCenters:
10%...50%...60%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (4.06 seconds)

Using Wadfile: sierrahalf-lifevalvehalflife.wad
  • Contains 64 used textures, 94.12 percent of map (3116 textures in wad)
Using Wadfile: sierrahalf-lifevalvexeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: sierrahalf-lifevalveliquids.wad
  • Contains 0 used textures, 0.00 percent of map (32 textures in wad)
Including Wadfile: sierrahalf-lifevalvezhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
Using Wadfile: sierrahalf-lifevalvebarney.wad
  • Contains 4 used textures, 5.88 percent of map (408 textures in wad)
added 3 additional animating textures.
Texture usage is at 0.69 mb (of 4.00 mb MAX)
9.46 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: D:PROGRA~1VALVEH~1zonerhlbsp.exe
** Parameters: "C:SierraHalf-Lifevalvemapstransitcartest"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: D:PROGRA~1VALVEH~1zonerhlbsp.exe C:SierraHalf-Lifevalvemapstransitcartest

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1335 (0.34 seconds)
Warning: === LEAK in hull 0 ===
Entity info_player_start @ ( 849,-592, 157)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

SolidBSP [hull 1] 500...1000...1500...2000...2085 (0.78 seconds)
SolidBSP [hull 2] 500...1000...1500...1618 (0.40 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2306 (1.05 seconds)
6.54 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: D:PROGRA~1VALVEH~1zonerhlvis.exe
** Parameters: "C:SierraHalf-Lifevalvemapstransitcartest"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: D:PROGRA~1VALVEH~1zonerhlvis.exe C:SierraHalf-Lifevalvemapstransitcartest
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapstransitcartest.log for the cause.

--- END hlvis ---

** Executing...
** Command: D:PROGRA~1VALVEH~1zonerhlrad.exe
** Parameters: "C:SierraHalf-Lifevalvemapstransitcartest"

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: D:PROGRA~1VALVEH~1zonerhlrad.exe C:SierraHalf-Lifevalvemapstransitcartest
>> There was a problem compiling the map.
>> Check the file C:SierraHalf-Lifevalvemapstransitcartest.log for the cause.

--- END hlrad ---
This post was made on a thread that has been deleted.
Posted 17 years ago2006-12-26 06:25:25 UTC
in Problems with HL2 Post #207556
Yes... it wouldn't let me start it if it wasn't fully updated. Right now, the only updating going on is HL2 Deathmatch and HL2 Episode 1. And I think another bug is just out of Ravenholme, this guy keeps saying "Over here, Mr Freeman" and I stand next to him and he doesn't do anything. Not even if I jump in through the window.
Posted 17 years ago2006-12-25 23:15:25 UTC
in Problems with HL2 Post #207536
Well, that's interesting. I was able to get to the second level of RK, but not the first. Plus, a whole load of textures were missing from Ravenholme and Eli is just a huge error. Literally. In red.
Posted 17 years ago2006-12-25 17:49:52 UTC
in Problems with HL2 Post #207509
I just got the HL2 Holiday 2006 edition, and before running into this error I had already found missing textures. Now, at the end of Red Letter Day, it's not giving me a level change into Route Kanal. Is there anything I can do to get around this?

Also, an attempt to get around it using the map console function resulted in something like not being able to load the level or something.
Posted 17 years ago2006-12-23 08:35:33 UTC
in Help with BS maps Post #207279
I'm looking to decompile one of the Blue Shift or possibly more SP maps so I can recreate parts. Only trouble is, the two converters I have won't accept the maps. My BSP viewer (which can also handily convert BSP to MAP) gets an unknown error whilst trying to open one of the levels (say, ba_maint.bsp), and BSPTwoMAP.exe reports that there's an odd lump size or something like that. Any ideas?
Posted 17 years ago2006-12-22 18:50:39 UTC
in little help with buttons and lighting? Post #207237
Then yes, still use either a multimanager or name them the same. Either way, they'll both be triggered simultaneously, and will change state, so if the lights are on and the glow is off, then they'll switch. Simple.
Posted 17 years ago2006-12-22 06:13:25 UTC
in little help with buttons and lighting? Post #207190
Yes.
Posted 17 years ago2006-12-19 18:49:53 UTC
in Desktops of December Post #206972
Posted 17 years ago2006-12-12 15:45:35 UTC
in Advanced Brushwork Mini-Compos Post #205895
Posted 17 years ago2006-12-07 03:38:15 UTC
in problem with a hallway Post #205288
It doesn't matter where they are. I made a map yesterday which had quite a few leaks, and this caused it to ignore some of the walls near the starting point. I managed to fix it later, but at the cost of sacrificing my map to an Allocblock:Full. Hopefully you won't get that.
Posted 17 years ago2006-12-02 12:46:01 UTC
in Rendering through func_walls Post #204837
I could have sworn I posted that I fixed this a minute ago...
Posted 17 years ago2006-12-02 09:22:49 UTC
in Rendering through func_walls Post #204825
They're texlights. This is an indoor map.
Posted 17 years ago2006-12-02 09:22:12 UTC
in Desk Post #204824
Little project of my own, may or may not end up releasing it.
Posted 17 years ago2006-12-02 08:20:50 UTC
in Rendering through func_walls Post #204814
Well, I'll try func_illusionaries with clip brushes then.

EDIT: Nope, no good, still the same, pic attatched.

User posted image


EDIT AGAIN: Hang on... two things I've found:

1. From the compile log
Warning: Leaf portals saw into leaf
Problem at portal between leaves 109 and 100:
   (109.000 197.000 -321.000)
(110.000 198.000 -320.000)
(110.000 198.000 -320.000)
(109.000 197.500 -320.500)
2. The problem disappeared once I put a light in above the passage.
Posted 17 years ago2006-12-01 22:47:54 UTC
in Rendering through func_walls Post #204778
Okay, this is for the map I needed the lobby desk for. I have one passage crossing over another, and the upper has passage-high func_walls set to Solid and FXAmount 255 to stop the player from jumping over. Problem is, moving to a place which will be at the top of some steps, looking back through the func_wall causes another room to half-go black (which I'm assuming is rendering). Now, r_speeds don't go above 300, so nothing in that department, but what's happening?
Posted 17 years ago2006-12-01 20:23:46 UTC
in Desk Post #204760
That's what I've done, now. Faithful recreation, fixed textures courtesy of my BSP viewer, hasn't actually got a chair or a floor yet but I'm getting there. re-checks graph paper
Posted 17 years ago2006-12-01 16:28:59 UTC
in Desk Post #204733
I was kind of hoping someone would have made one already... oh well... might as well decompile the map and hope there's no coplanar faces on it.
Posted 17 years ago2006-12-01 15:59:37 UTC
in Desk Post #204730
Anyone know where/if I can get a prefab of the Lobby desk from Anomalous Materials? Or will I have to decompile the map and have a look at it?
Posted 17 years ago2006-11-19 07:00:53 UTC
in trigger_changelevel not working Post #203222
Yes, the info_landmark has to be the same, in both location and name, in both maps. The level change needs a point of reference.
Posted 17 years ago2006-11-17 15:14:14 UTC
in Muzz's HLDM Server Post #203024
Ok, got it. Noone there at the moment...
Posted 17 years ago2006-11-17 15:09:46 UTC
in Muzz's HLDM Server Post #203022
Has it changed name, or something? I'm unable to find it on the Steam server list.
Posted 17 years ago2006-11-17 15:06:04 UTC
in A changelevel problem Post #203020
I have. When the player on the func_tracktrain passes through the doors, first p_t after closes the doors, second activates the trigger_changelevel which is half of the corridor, the part the path_corner is in. And Use only is flagged.
Posted 17 years ago2006-11-17 04:24:24 UTC
in A changelevel problem Post #202968
Ok, on with my mine project. I now have two complete-ish maps, "switch1" and "switchhouse". I'm ready to join them together. I have my mine cart, starting next to switch 1 itself, which the player hops into and drives to the doors to the next section. The path_track in front of the doors triggers them, and then they're closed again by a path_track on the other side of it. Now, the next path_track is supposed to activate a trigger_changelevel. Simple enough.

But it doesn't.

I've checked the names, the landmark, and the path_track that triggers it, but nothing happens to the player. Is this a bug? Or is the trigger_changelevel taking place in all of the area specified apart from in the func_tracktrain?
Posted 17 years ago2006-11-15 16:56:56 UTC
in Making a mine Post #202828
Ok, I'm trying to make a mine. As in with minecarts and such. I have part one of many levels (switchhouse.bsp) with a working func_tracktrain and such, but these are things I'm trying to work out.

If I want the player to spawn inside the tracktrain, which has an initial speed of 256, how far along the track must I place the info_player_start, item_suit and weapon_shotgun?

I also have 'fire doors' that are triggered by the cart, opening just in time for the cart to run through, then closing again after a few seconds. That works just fine. Problem is, on reverse, the cart slides 'through' the door, crushing the player between the door and the side of the cart. I want the cart to just back up to the door and then stop. How would I do this? (Nobody suggest firing a path_track once, I know that works when the map is revisited, and the way I've got it worked out means that the cart will be visiting the path_track again after some level changes.)

Also, could I have an explanation of how a func_trackchange works? Because in the switch house, there will be five switches, each corresponding to a junction elswhere in the mine (use of globals there), and each switch changes the points. I know this means a trackchange is in order, and more path_tracks down the other line, but how does it work?

Now I have to move onto switch1.bsp and behindswitches.bsp, making an extension on the starting end and a loop allowing the cart to return to the upper level of the switch house area. Some help with trigger_transitions will be of help here as well.
Posted 17 years ago2006-11-13 15:58:26 UTC
in Making a 2-way box level change Post #202634
Yes, but then again I don't want the players opening the door once they've set off the timed levelchange.
Posted 17 years ago2006-11-12 21:05:47 UTC
in Making a 2-way box level change Post #202586
Ok, I've been trying this. I have two separate maps, both of which have the same bit of corridor for the seamlessness. In map (I will call it here) aaa2, I have a door called aaa3en, trigger_changelevel, and a trigger_transition. I also have a multimanager. Now, what happens when first going through it, a switch is pressed, aaa3en closes, about 2.9 seconds later the trigger_transition and the trigger_changelevel (named the same, "changelevel") are activated, loading map aaa3.

In map aaa3, the conditions are identical. Except I have a problem. I can't get the door to open. So, I stick a trigger_once in there just in front of door aaa2en, to open the door. But then, going back through, pressing the switch, triggering the changelevel, I can't get through door aaa3en again. I can't put a trigger_once in there, because the player will activate it when coming in, closing the door, meaning that the switch makes it open, and therefore the player can escape through the door and get stuck when the level change occurs and leaves them stranded in the void a short distance away from the passage in map aaa3. And vice versa the second time around.

What I need to know is this - short of a trigger_multiple, which would activate door aaa3en/aaa2en every time the player goes in the passage (which would lead to the same problem outlined above) what would be a way to make each door open?

Right now I have a one-way level change which works. I need to make it two-way.
Posted 17 years ago2006-11-07 13:30:53 UTC
in Rotating Room Post #202207
Yeah, it was an attempt to create a circular elevator shaft for a past map. Although eventually (I can't remember how) I was able to get rid of the platform in the way (might have been with a non-hollow cylinder) I never did understand why it made infinitely big solids stretching off into the distance. :
Posted 17 years ago2006-11-07 04:31:07 UTC
in Rotating Room Post #202165
Well, it worked. :D Just need to sort out some texture issues, and a small gap in the outer blook near doorway 5, but other than that it's all set. Oh, and some rock that's protruding into the corridor from doorway 3. Other than that, it works perfectly.

I seem to have an unusual luck with carving, except when carving with hollow cylinders, which completely mucks it up.
Posted 17 years ago2006-11-05 14:19:59 UTC
in Rotating Room Post #202011
Don't worry guys, I've got it to work now. Ended up going into three or four decimal places on speed. :nuts: Oh, and they should be all the same length, seeing as I created my cylinder then hollowed it out with a five-sided cylinder.
Posted 17 years ago2006-11-05 08:26:17 UTC
in Rotating Room Post #201989
Hmmm... on a test run, a speed of 7.2 is perfect... I think a multimanager is in order to stop it after 10 seconds, though. I'll try it.

EDIT: Odd. Pressing it five times (to rotate it one full rotation) misaligns the door, which is aligned the first time around. Looks like it's time for a little timing experimentation... sigh
Posted 17 years ago2006-11-05 08:04:18 UTC
in Rotating Room Post #201986
I decided to try this. I have a 10-sided cylinder, within which is a pentagonal shaped room. There are two exits from the room, on two of the five sides. Now, what I would like it to do is when a button is pressed, the room to rotate 72 degrees and then stop, and then, when pressed again, rotate a further 72 degrees, and so on. The idea is to have five passages leading to a room, but only two of those passages have access to the room, while at the same time the remaining three are left with a blank wall. Is this possible?
Posted 17 years ago2006-11-01 14:54:44 UTC
in Question about multisources Post #201597
What I'm trying to do is, it's like a puzzle in the game Riven. The puzzle is, you have two switches. The first one you come across, after crossing a bridge, you can pull however you like, but it won't do a thing. Then, later, the player comes across a steam switch from where they can see a pipe going up to the bridge you crossed earlier. Flipping the switch reroutes the steam, and activates power to the switch. If you left it in the opposite direction earlier to which it started, the bridge's slats move up to form a staircase. Now you can use the first switch to move it as you like. But then, when you turn off the steam switch below, and the slats form the stairs, the stairs go back down again into a bridge. The steam powers the bridge and is a requirement for the bridge to be raised.

Now, on the original game, it was just a point and click, but for the 3D animation they captured I'm assuming their engine had the capability to keep the slats level while still attatched to something which with HL's engine is a func_door_rotating. Now, with this engine, that isn't possible, because you'd either have the slats moving up to an angle along with the railings, or not moving at all. So I'm having to settle with the steps (and later, the railing posts) being func_trains. They've obviously got to be controlled by a multimanager. And the buttons thing must be a multisource. But I just can't figure how they can work together.
Posted 17 years ago2006-11-01 05:50:25 UTC
in Question about multisources Post #201562
What I've got (in this case the door kind of acts as a relay)

func_button and func_rot_button (or whatever it's named)
triggers
stairms
is master of
relaydoor
targets and also fires on close
stairmm
triggers
steps 1-10
Posted 17 years ago2006-10-31 09:47:58 UTC
in Question about multisources Post #201485
I want to be able to set a multimanager to trigger when two things are on, and to be off when either of those things are off. I'm assuming a multisource is needed to combine the two buttons (an up/down button and a steam switch) but the multimanager doesn't have a Master keyvalue, so I thought, OK, let's send the multisource to trigger a door, and the door to target the multimanager and fire the multimanager on close as well. Now, the two things have to be on to activate the multimanager, but turning one thing off does not turn the multimanager off. Is there a way to do this?
Posted 17 years ago2006-10-28 10:23:02 UTC
in Problem with func_ladder Post #201152
And for some strange reason, the ladder does work if the visual ladder's there, but only when crouching. I don't get that.

Ok, moving it out substantially fixed it. I'm going to try moving it back towards the visual ladder unit by unit, see if I can find out where the edge of the 'not working' zone is.

EDIT: Apparently the minimum distance between the func_ladder and the func_door_rotating visual ladder is approximately 19 units.

Admittedly, I did end up dead on the floor at the other end of the room, but at least it's fixed. :D
Posted 17 years ago2006-10-28 05:54:48 UTC
in Problem with func_ladder Post #201136
Ok, it's obviously something to do with the func_door_rotating on the ladder, because I've just set it to activate, and when the ladder's not there, the func_ladder works fine, but when it is there, the func_ladder plays up again.

Now, when I climb up the func_ladder and the visual ladder is NOT there, I can climb up it fine, just when I press the button at the top to trigger the visual ladder, the ladder comes round and for some reason knocks me off the func_ladder, as if the visual brush and the func_ brush occupied the same space, which they don't. And any attempt to move the func_ladder forward only results in the ladder still getting stuck, and the player occasionally getting chucked in the area behind the func brush.
Posted 17 years ago2006-10-27 19:24:10 UTC
in Problem with func_ladder Post #201109
Posted 17 years ago2006-10-27 18:43:32 UTC
in Problem with func_ladder Post #201103
'kay... gimme a few secs to compile without a custom wad I'm not using anyway. Should I upload the BSP, the RMF or both?
Posted 17 years ago2006-10-27 13:21:11 UTC
in Problem with func_ladder Post #201068
I'm running a test in a map, involving a ladder. And the ladder in question doesn't work. Ok, it works if you crouch jump into it a few times, but then when you go back down again the player gets stuck, and can't move at all. It works in other places in the map, but not here for some reason. Any ideas?
Posted 17 years ago2006-10-27 06:24:06 UTC
in Sound problem Post #201035
Ok, I'm going to try getting rid of the door completely and simply setting the now button to set off the train itself. If that doesn't work I don't know what will.

EDIT: Ok, it must be something to do with the door, since activating the train directly worked fine.
Posted 17 years ago2006-10-26 12:25:57 UTC
in Scientists and func_trains Post #200940
Yeah, I fixed it. And also they apparently take 'Mind the Gap' seriously, there was a gap of a few units and they refused to walk over it, so I had to extend it a bit.
Posted 17 years ago2006-10-26 12:24:19 UTC
in How's that?! (original HL) Post #200939
Actually, this is retail, this time around Steam was not involved. All it has on it apart from version 1.1.1.0 (or whatever the latest version is) is the Uplink addon pack, which I got from somewhere.

EDIT: Found what's causing it. The elevator doors are open at first, and they're supposed to be closed. When the scientist and guard finish their conversation, the elevator is triggered to 'arrive'. However, because the doors are open already, I think the func_door is 'thinking' about whether it should close or not because they're open and they should be open at the end of that sequence.
Posted 17 years ago2006-10-26 09:08:54 UTC
in Sound problem Post #200908
SlayerA - yes...
*Mario - The whole point is, nothing is set to use sound.
Posted 17 years ago2006-10-25 17:21:45 UTC
in How's that?! (original HL) Post #200830
I was just playing through Half-Life, went through Lambda Core, into the uppermost port (spoilers ;) ), went into Uplink as it's meant to, and then when I went in the elevator it popped up with a warning 'Warning! Dormant entity func_door is thinking!' :biggrin: What could possibly cause this, as it's never done this before?
Posted 17 years ago2006-10-25 09:24:00 UTC
in Sound problem Post #200782
sv_startsound: sound=2550.

I've read Tommy's guide - it says to check the sounds. No sounds are set to play in the map apart from ones on a big door, which I had tested beforehand. It also says to try developer 3 in the console, which doesn't do anything.

I'm not sure what could be causing the problem. It's something to do with a func_train I've got. The trigger that causes the error is set to start a func_train. This train is a door that slides shut, then on shutting activates a multimanager to set off the main train 3 seconds later.

And with the developer 3 not working, I'm presuming it's part of the same problem with my r_speeds 1 not working either.
Posted 17 years ago2006-10-25 05:46:52 UTC
in I got a problem with Hammer..! help me! Post #200773
Have you tried pressing the 'z' key inside that square and moving the view about? (assuming you left it at the default viewscreen of four squares, 3D, X/Y, Y/Z, X/Z)
Posted 17 years ago2006-10-24 11:07:59 UTC
in Scientists and func_trains Post #200667
Can they work together? Because from what I've seen just now, they don't, because I have two instances where they're put together and they don't work.

First instance: Upon going through a trigger, Scientist A runs through some doors and waves to a scientist below. When the next aiscripted_sequence is activated, useelevator, the scientist just stands there (I have got walk to sequence activated) and when I use him, he warps into me and performs his sequence then.

Second instance: Scientist B arrives at a platform on a func train. Upon the final path corner being reached, he has a sequence to go bang on a door. As with Scientist A, Scientist B just stands there, and warps into me when I use him and then it triggers the animation. I have some info_nodes set up, so what is the problem?

EDIT: Ok, I think I've sussed out what's going on with Scientist B. First of all, I raised his spawnpoint and that managed to get him moving, and then I added a second aiscripted_sequence called 'walktodoor' and he moved there, then when the bang on door sequence is called for he gets stuck and stares in the direction he's meant to go. I think the edge of the func_train is confusing him because it's in between him and the script. I'll add another sequence to get him out of there.