Half life crash with game_counter and ga Created 16 years ago2008-03-05 15:35:29 UTC by Tetsu0 Tetsu0

Created 16 years ago2008-03-05 15:35:29 UTC by Tetsu0 Tetsu0

Posted 16 years ago2008-03-05 15:35:29 UTC Post #247237
I'm setting up all my entities for the Competition, and Half-Life keeps crashing on me, and it's proving difficult to find out why.
Basically i have 5 func_breakables targeting a game_counter. Once the game counter reaches 5, it triggers a game_text to display a message on the player's screen.

It's at that point that half-life crashes, and returns me to my desktop.
The message does not display, the game freezes for a second, and then crashes.

Anyone have any ideas?

And i'm trying to get a func_wall to be a hologram, but that isn't working either.
I've tried a bunch of different render fx types but i don't know how to make it work, i've never used it before.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-05 16:24:53 UTC Post #247244
I believe game_counters are for multiplayer maps, to help with scoring. Perhaps a multisource with all crates targetting it would work the same.

The Rendermode for holographic stuff is Additive, and the render amount mean how much. 0 would be invisible, 255 would be bright. all dark colors are transparent as they get darker. as far as the Hologram setting in renderFX, the fade and distort only work on models. If its just a brush, model it out as you see fit. I know you can.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-05 16:37:02 UTC Post #247247
I think you need a trigger_counter
Posted 16 years ago2008-03-05 17:05:00 UTC Post #247254
Spike. That doesn't exist.
Thanks rimrook =]
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-05 18:04:11 UTC Post #247258
Posted 16 years ago2008-03-05 18:24:24 UTC Post #247259
Hmm.. Then i have a beat FGD.. Let me get the most up-to date one and try again.
I think my error is occurring because i'm using one entity to trigger 2 counters of the same name, and of different end values.
Maybe the trigger_counters work differently than the game_counters. I'll let you know.

And.. sorry for the lack of faith spike.

Hmm... Which FGD has the Trigger_counter, i got the one from verc (3x) but there's still no counter there. Spike, which one are you using?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-05 19:05:24 UTC Post #247261
I think I used the 3.4 or so, but I think trigger_counter is a brush entit. Now I map for source so I can't see if it's true but I think you're not finding it because it's a brush entity.
Posted 16 years ago2008-03-05 19:28:43 UTC Post #247262
ok i'll try to get that working. And does anyone know how to work around that stupid camera movement glitch.

Like the camera points at a different point other than the target you choose, then it pans over to the target
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-05 21:01:44 UTC Post #247265
My site has all the latest versions of everything you need for mapping, including the FGD Spike is talking about. I just checked, and it has the trigger_counter entity.
Like the camera points at a different point other than the target you choose, then it pans over to the target
Set the angle to point at the target entity so it doesn't pan that much.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2008-03-05 21:48:01 UTC Post #247269
I've tried that muzz, and it just defaults to the 0,0,0 when in-game. Idk what's wrong with it. Maybe i'll try again.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-06 00:58:11 UTC Post #247277
Ahh, I hate this but i know exactly what is wrong. BUT I WON"T TELL YOU!!!

No, i will. :)

for some stupid reason, when a func_breakable targets a trigger_counter the trigger can't understand the func_breakable's triggering format so the game crashed because it doesn't know what to do. To fix this error, simply create a trigger_relay that targets the trigger_counter and instruct the func_breakables to trigger the trigger_relay instead of the trigger-counter directly. eg.

Instead of this:

func_breakable ---> trigger_counter

Do it like this:

func_breakable ---> trigger_relay ---> trigger_counter

The trigger_relay can understand the format and will convert it to a format that the trigger_counter can, therefore fixing your problem.
Posted 16 years ago2008-03-06 10:53:47 UTC Post #247288
I'm still using a game_counter. Because i got it to work. It just does not have the added coolness to it that i expected. I still have a crap-load of actual mapping to do on my map. So once that's finished, I'll spend some good old quality time with my entities.

Thanks for the tip, and Muzz, the camera thing worked, But i can't seem to get the vertical pitch to work at all :nuke:

And i was just thinking; Why on earth is a trigger_counter a brush based entity? It boggles my mind, I tell you.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-06 11:44:48 UTC Post #247292
yeah, same thing I thought
Posted 16 years ago2008-03-06 12:54:42 UTC Post #247297
@Rimrook: Fade and distort do work on brushes! I've used it on several ocations!

Although, Im not entierly sure that it was in original half-life, it might have been Spirit. But I'm ALMOST sure that it was in the original HL.

So Tets, mess around with the Rendering FX stuff on your hologram and see what you can come up with. Also try the different combinations with both Additive mode and Texture mode. You should be able to get a pretty nice hologram. Also try and alter the texture for furter effects. Maybe make an animated texture?
Posted 16 years ago2008-03-06 12:58:20 UTC Post #247298
It will fade and glow, but it won't distort like a model hologram, whatever effect you want to accomplish.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-06 13:11:31 UTC Post #247300
I've never used a trigger counter but maybe it triggers every time you pass through it, until it reaches the target.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 16 years ago2008-03-07 20:20:00 UTC Post #247358
No. Someone just decided it would be better as a brush-based entity. I don't believe players actually trigger it by walking through it, they may have planned it to be used that way but it sounds like a dodgy method of triggering things.
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