Forum posts

Posted 12 years ago2012-04-03 22:47:30 UTC
in Error when trying to play my own map Post #304918
HOLY SHIT. That fixed it for me. THANKS! :D Crazy that just the map name was the reason why. I would have never figured it out myself, not in a milion years. Just wow :P thanks alot man :)
Posted 12 years ago2012-04-03 10:55:52 UTC
in Error when trying to play my own map Post #304897
Yes, and there is no files in maps/soundcache and I don't use any special sounds in my map. I have no idea why this error comes... :/
Posted 12 years ago2012-04-02 23:39:14 UTC
in Error when trying to play my own map Post #304890
Hi. I've been trying to run my own map in sven coop, using Hammer Editor 3.5. When I attempt to run the map, it launches svencoop correctly and tries to run the map I've created, I see myself join the map for like 1 second before it exits and leaving me this message in the console:

cl: FMOD - Incorrect sound list at 'maps/soundcache/Zombie Apocalypse8.txt' found; wrong map.

I have no idea what this means.

Please help! D:
Posted 15 years ago2009-06-09 17:39:49 UTC
in Func_trains with env_beams problem Post #268131
I went in noclip and found out that the second func_train did move, But the laser was pointing at it's start just like it didn't move, and When I went inside the wall and watched the second func_train the laser was suddenly moving along with it. Very wierd. And now the laser is just invisible, but it kills instantly when it's touched. I don't know what the heck is problem... Why do things always have to mess with me :/

I guess I will have to make a example map and make a replika of it and send in it so someone could look at it, Because this is too strange! Havn't seen anything like it before.
Posted 15 years ago2009-06-09 15:32:51 UTC
in Func_trains with env_beams problem Post #268126
Both the trains have an Origin brush tied to them. Any other guess? :(
I can't get it why the end train won't move. Argh, anyways thanks for trying :)
Posted 15 years ago2009-06-09 13:36:38 UTC
in Func_trains with env_beams problem Post #268121
Hi

I had a similar thread about how to get env_beam to move with a func_train, but I solved that. Now this time, Only the func_train that has the Start Entity name of the env_beam moves, the other func_train dosn't move at all, so it looks so wierd and ugly when one func_train move. I've checked many times on the other func_train but I cannot find any error. I'll write my setup:

func_button
Targetname: laser_btn
Target: laser_mm

Multi_manager
Targetname: laser_mm
( turn smartedit off and:
laser1: .001 being the start entity target for the env_beam that is the first func_train
endlaser1: .001 is the end entity target for the env_beam that is the second func_train
laserbeam1: .001 is the Name of the env_beam
stop_laser1: 10, a trigger_relay that stops the first func_train
stop_endlaser1: 10, another trigger_relay that stops the second func_train
stop_beam1: 10, and another trigger_relay that stops the beam itself )

Trigger_relay
Targetname: stop_laser1
Target: laser1
Triggerstate: Off

Trigger_relay
Targetname: stop_endlaser1
Target: endlaser1
Triggerstate: Off

Trigger_relay
Targetname: stop_beam1
Target: laserbeam1
Triggerstate: Off

Func_train 1 ( The Start entity Target for the env_beam that works exactly how I want it to)
Targetname: laser1
Target: (First stop Target )laser1_1

Func_train 2 ( The End entity Target for the Env_beam that dosnt work at all, it dosn't move. It should move... )
Targetname: endlaser1
Target: (First stop Target ) laser1-1

Func_train 1's Path_corner ( The train that works )

Path_corner
Targetname: laser1_1
Target: (Next stop target) laser1_2

Path_corner
Targetname: laser1_2
Target: (Next stop target) laser1_3

Path_corner
Targetname: laser1_3
Target: (Next stop target) laser1_1
Spawnflags: Teleport, Wait for retrigger

And I have done the same with the path_corners for the other func_train that dosnt move, except, the name of the path_corners starts with laser1-1 and not laser1_1

Env_beam
Targetname: laserbeam1
Start entity: laser1
Ending entity: endlaser1
life: 0

Well I won't write down other keyvalues of the env_beam that I have, it's not relevant because I wanna focus on getting this thing to work and right now, the second func_train dosn't move at all, It only needs to move, if it does that, I have no more problem! :D So help me O' Mighty TWHL! D:
Posted 15 years ago2009-06-08 16:19:00 UTC
in How to get a env_beam to move with two m Post #268082
Okay, thanks. fixed that. But the problem then, would be that when I'm gonna add the lasers to a random striked env_beam ( With buttons on the info_targets ) There will be two or more different func_train names for the func_button that a env_beam with random strike is gonna hit. Get what I'm trying to say? I don't know how I would fix that, maybe with a multi_manager targeted to the func_buttons?
Posted 15 years ago2009-06-08 15:54:34 UTC
in How to get a env_beam to move with two m Post #268074
Hi

I am trying to get my env_beam to move with two func_trains on each side.

so my idea was having one func_train have the start entity name and the other func_train have the end entity name, so the laser could move in a straight line |----------------| like that from one wall, to the other with help of the path_corners ofcourse for the train.

And to trigger the whole thing, I used a func_button which I Targeted it to a Multi_manager and gave it the Targetname: laser_mm. Then I added two keyvalues to it aswell, laser1 = .01 being the two func_trains, and laserbeam1 = .01 being the env_beam itself and I had toggle checked on the env_beam.

When I press button, Nothing happends, I dont see the beam go across the room as I want it to... What am I doing wrong? Is it even possible to do it the way I want it? Please help

I hope someone can figure this out!
Posted 15 years ago2009-06-06 14:57:14 UTC
in How do I turn Env_beam off? Post #268031
holy shit! And all I had to do is check the toggle flag on the env_beam :P Nooby me. haha, thanks mate, Cheers!
Posted 15 years ago2009-06-06 13:42:10 UTC
in How do I turn Env_beam off? Post #268025
Hi! I've had this problem bugging me a few days now.

What I'm making is a few '' rocks '' falling down from the roof with a fast speed and being triggered from a button. And the env_beam with every info_target around it with func_buttons on the info_targets representing all the rocks. So the env_beam with the info_targets will be my ' trigger_random ' workaround and it works very good! No lag either. but I can't get the Env_beam to turn off when I want it to do so. I want the env_beam to turn off after 10 seconds.

My setup:

Func_button
Name: rock_btn
Target: bigbeam_mm

Multi_Manager
Name: bigbeam_mm
bigbeam .01
rocks_quake .01

Env_shake
Name: rocks_quake

Env_beam
Name: bigbeam

And so on. That is basicly it, only that I have 13 info_targets around the env_beam with func_buttons on them that target each rock, so when the beam hits one func_button randomly, that rock will ' fall ' down

So How can I turn this damn Env_beam off? :D
I believe it's something tricky, So I'll let it to you, oh smart community to help me!