Env_fade Created 5 years ago2018-04-18 10:43:26 UTC by cetinakyuz cetinakyuz

Created 5 years ago2018-04-18 10:43:26 UTC by cetinakyuz cetinakyuz

Posted 5 years ago2018-04-18 10:43:26 UTC Post #339348
Hello friends. I'm working on a new DM map. I have a problem that I can not get over.
I need to add env_fade with some delay but it crashes game.
How can i do it?
Posted 5 years ago2018-04-18 12:05:53 UTC Post #339349
Not heard of an env_fade crashing the game before. Going to need a little more information. What settings have you got on the entity at the moment?
monster_urby monster_urbyGoldsourcerer
Posted 5 years ago2018-04-18 16:47:43 UTC Post #339355
A button triggers some trigger relay. I use them to trigger sounds, sprites, teleport, t_hurt. If i tie env_fade to button directly it works well. But i want fade has some delay. When i try trigger_relay and mmanager game crashes.
Posted 5 years ago2018-04-18 18:35:10 UTC Post #339356
The button should have the "Delay before fire/trigger" keyvalue. If it does then it's what you're looking for.

Not sure if triggering an env_fade via a relay or mm can crash the game but I believe I've heard something like that somewhere. However, on one of my maps I have a mm that triggers several entities and env_fade is one of them. Had no crashes on the map so far.

Can you try uploading the map source file so people can have a look at it or at least sending it to someone?
Posted 5 years ago2018-04-18 19:04:59 UTC Post #339357
I create a new simple map and put in button->multi_manager->trigger_relay->env_fade. It works fine.
It looks like my problem is not about env_fade. Maybe all triggering order.
Posted 5 years ago2018-04-18 19:30:38 UTC Post #339358
I remember having a crash with env_fade as well.
It had to do something with the flags, or properties of the entity.

I think it was the fade duration which I set to 0.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-04-18 20:22:30 UTC Post #339359
Play with the properties, the entity seems to be bugged then.
Posted 5 years ago2018-04-18 21:01:13 UTC Post #339360
Posted 5 years ago2018-04-18 21:37:10 UTC Post #339361
So I'm taking a look at it right now. What you should do that may help you to get rid of the error is, first of all, replace all 0 delays for every multi_manager with 0.01.
Also try doing what Admer said (setting the "fade duration" parameter to 0, probably the right solution since I have the duration on my map set to 0 as well).

Also, if the tweaks listed above help, you won't need a trigger_relay at all.
Posted 5 years ago2018-04-19 02:29:41 UTC Post #339368
I mean, 'fade duration = 0' was exactly what crashed my game. Lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 5 years ago2018-04-19 11:42:08 UTC Post #339377
Ah. Well, that wasn't clear enough actually:
"It had to do something with the flags, or properties of the entity.

I think it was the fade duration which I set to 0."
It's going to be fun if setting it back to 0 is going to work for him.
Posted 5 years ago2018-04-19 12:37:50 UTC Post #339381
0 sec fade. :-D
Posted 5 years ago2018-04-19 12:39:42 UTC Post #339382
By the way tweaks don't work.
Posted 5 years ago2018-04-19 14:55:56 UTC Post #339383
Ok, now I get it. Your env_fade has "Activator Only" enabled. But, when you press the button, it triggers a multimanager, which then triggers a trigger_relay, so the activator data is lost in the process. The env_fade can't determine the activator and crashes the game. Triggering it directly with a multimanager with the delay set to 8.01 helped.

Here's the fixed version: https://drive.google.com/open?id=1gW0izO4F0SBoCbxSDiruc7yEtfQETzyH

I deleted some stuff while experimenting with entities so just copy over what you need to the original map.
Posted 5 years ago2018-04-19 18:25:28 UTC Post #339384
Windawz saved me second time. Now it works. Thank u.
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