Half-Life freezes Created 16 years ago2008-11-12 13:58:41 UTC by Tetsu0 Tetsu0

Created 16 years ago2008-11-12 13:58:41 UTC by Tetsu0 Tetsu0

Posted 16 years ago2008-11-12 13:58:41 UTC Post #258437
Hey guys I was working on a stupid little map today, and while play-testing it, half life crashed on me.
I have 10 headcrabs all triggering a multisource when dead.
So basically, a string of events happen when all 10 headcrabs are killed.
And once the 10 headcrabs are killed, the game just freezes on me. This has happened every time i run the map no matter what. I'm gonna keep working on solutions, but i'ts getting really aggravating.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 14:03:16 UTC Post #258438
You can't have monsters targeting a multisource directly. Instead, have the headcrabs trigger a button or a trigger_relay which triggers the multisource. In other words, have something in between.
Posted 16 years ago2008-11-12 14:16:58 UTC Post #258440
Ahh. Thanks Muzz. So i'm gonna need a separate relay for each crab?
EDIT--
I just tried having each headcrab target a trigger relay, and each of those relays targeted the same multisource, and the game is still crashing on me.
:/ i don't get it.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 14:18:35 UTC Post #258442
Don't know what you are trying to do when the 10 headcrabs die, but maybe you could use a game_counter.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-11-12 14:25:04 UTC Post #258444
Basically i'm making an objective based map, and upon each completed objective, a new weapon and new area is unlocked.

So after you kill 10 headcrabs in the first section, it triggers a multimanager that displays 2 different game_texts (objective one complete, yadda yadda), a player_equip for the gun, and then it targets a func_wall_toggle which grants the user the new area.

So after you kill the tenth headcrab, the game just freezes, and the sound loops (usually a footstep or an alien cry of agony) and i tried letting the game sit for 10 minutes thinking it'll unfreeze but it doesnt, so i have to hit alt-tab, then my start menu appears, but the game it still up. And my mouse only appears on the start menu itself.
So then i have to right click half life, close it, error repord bs and yeah..
it's really annoying, and it's kinda killing my motivation for finishing this map.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 14:52:35 UTC Post #258445
You know, game_text have a tendency to crash a lot, so check the following:

1. No more than 255 chars (spacebars included!)
2. Not too long lines. Use \n for a new line.
3. If you have multiple game_text entities triggered at the same time, make sure they all have their own channel (4 channels max).

I just did a test here, and it works, but you must have each crab target a relay. Ill give you a step by step walkthough on how to set this up, first you need to find out if the game crash/lockup is caused by faulty game_text entities or something else. Let me know.
Posted 16 years ago2008-11-12 17:41:00 UTC Post #258450
I checked the multimanagers and relays, and they seem ok. the game_texts are short, and i put separate channels in each. It's still crashing on me.

http://twhl.co.za/vault.php?map=5193

I uploaded it to the problems vault.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-12 19:01:08 UTC Post #258451
Your last relay, the one on top of the relay stack, has a targetname of 11head. Should'nt it be 10head? I fixed it, and it didn't crashed anymore. Nothing happens after killing the last crab though...
Posted 16 years ago2008-11-13 00:43:34 UTC Post #258460
that's because the last headcrab you kill has it's target set to 11head. And 1head - 11 head ( not 10head) targets 10head

Could it be that i have the relay states to on?
I still don't quite understand the relay state
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 13:19:34 UTC Post #258480
No, the relays must have the On state.

Try this set up:

Have all headcrabs target their own trigger_relay using the Death Trigger Condition and TriggerTarget.

Have each relay target one multisource with Trigger State set to on.

Have the multisource target an unreachable func_button.

Have the func_button target the multimanager which targets everything else, like the door you want to open, text messages and the like. Don't forget to type in the name of the multisource in the master field.

I tested this and it works. If you need the example map, just tell me.
Posted 16 years ago2008-11-13 18:45:45 UTC Post #258489
You can't have monsters targeting a multisource directly. Instead, have the headcrabs trigger a button or a trigger_relay which triggers the multisource. In other words, have something in between.
Thanks Muzz i didn't know that! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-11-13 21:37:47 UTC Post #258498
It's still not working muzz. I'm going to delete all the entities and start the whole setup from scratch. I'll let you know in a few minutes or so.

Yeah.... I dont understand this at all...

So i deleted every entity in the map (Except for the player start and light environment) And started over.

I placed 2 headcrabs in the map. One targeting a relay named "hc1" the other targeting a relay named "hc2" Both the headcrabs have the target condition set to death, and both headcrabs use the trigger target field, not the Target field.
Both the relays have a trigger state of "on" and target a multisource called "multisource"

The multisource targets a func_button called "button" which in-turn targets a multimanager called "multimanager." The only thing the multimanager targets is a game_text that says "It works"

Ironically, it does not work and i'm extremely pissed >.<

If you don't mind muzz, can i take a look at that example map?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 21:38:37 UTC Post #258502
Example using one game_counter.
It works perfectly, and you only need one entity (except for the game_texts and monster_headcrabs).
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-11-13 23:16:58 UTC Post #258503
Oh god i'm so stupid.
I had this exact same problem when i was doing my Ocarina of time remake.
Thanks muzzleflash for the effort :)
Thanks potatis.
And yes, i will continue to eat potatoes.

EDIT-------

Unfortunately, i still can't get it to work. I have the headcrabs targeting the game_counter, but the game counter doesn't seem to activate anything.

Yet if i hit the button the counter is supossed to target it all works perfectly.

I'm calling it a night. i'll check back in the morning.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 11:57:45 UTC Post #258522
This is really weird.

I have the exact same setup as in Potatis example map, but nothing is triggered. Either the counter is not triggering anything or the game_text is faulty. So i downloaded his example map, copied his game_text into my example map, and only change the targetname, and it worked. I have the exact same properties as Potatis's. I don't get it. Looks like a bug.

Potatis's example map, may use less entities to achive the same results, I still think my example works better.

Here it is: http://www.themightyatom.nl/stuff/headcrab_ms_test.rmf
Posted 16 years ago2008-11-14 15:46:04 UTC Post #258534
So i made a seperate test map with 3 headcrabs targeting a game_counter which targeted a button which targeted a multimanager targetting a door.
That worked, but i copied the exact same entity setup to this map, make 10 headcrabs instead of 3 and now it doesnt work at all.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 16:00:18 UTC Post #258535
Try my method.
Posted 16 years ago2008-11-14 17:47:44 UTC Post #258536
Is Limit Value 10? Does the game_texts have All Players checked? Replace the old map in the map vault with the one you have now.

BTW, I just noticed I had two game_counters in my example map. One of them, the one without a name, is useless.

EDIT: I got your map working. I'll upload in a minute.
EDIT: Here it is.
I used a game_counter, and I also changed some other things.
The game_texts triggered when you have killed all the headcrabs didn't have All players checked (you need to have it checked when it's not the player triggering the game_text), I removed the weapon_crowbar game_player_equip and put weapon_crowbar 1 into the game_player_equip with item_suit (no need to have two different entities).
I also had to somehow make the player trigger objective2_gun. I solved that using a game_zone_player, but there may be a better way.

By the way, why does the wooden crate have glass as material type? :P
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-11-14 17:58:45 UTC Post #258538
Well i really wanted to get everything working before i made the crate wood. Even though i do have it wooden in my current versions...

What;s the game_zone_player for though...
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-14 18:15:35 UTC Post #258539
It makes all players inside and outside it (all players) trigger the game_player_equip objective2_givegun.
Game_player_equip gives weapons/items/ammo to the entity that triggers it.
You can't put objective2_givegun directly in the objective2 multi_manager, because then it won't be the player that triggers it.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-11-14 19:15:34 UTC Post #258540
So The same thing happened to my game_texts.
They weren't going to every player, just the entity that targeted it. So i couldn't see the messages. So basically the counters were working, its just that the texts and player_equips were not set-up properly?

Thanks potatis :)
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-15 13:04:45 UTC Post #258555
They weren't going to every player, just the entity that targeted it. So i couldn't see the messages. So basically the counters were working, its just that the texts and player_equips were not set-up properly?
Yes. When I first added a game_counter to your map in the map vault and changed the headcrabs' target to the game_counter I didn't get any messages, but I put "developer 2" and "restart" in the console and the messages told me the game_texts were being triggered. So I checked the flags and saw that "All players" wasn't checked. I checked it and tested again and it worked.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-11-15 14:09:54 UTC Post #258557
developer 2?
Is that like a "What the hell is going on" console?
I gotta start using that more.

Thanks a million potatis.
Tetsu0 Tetsu0Positive Chaos
You must be logged in to post a response.