Half-Life Crash problems Created 16 years ago2008-10-20 10:47:52 UTC by Striker Striker

Created 16 years ago2008-10-20 10:47:52 UTC by Striker Striker

Posted 16 years ago2008-10-20 10:47:52 UTC Post #257397
Hi I have a new mapping problem . I'm working at my compo this week ( I think it's the last one) very hard and something is disturbing me .
A stupid weird error occurs in some places, especially where I have trigger_once brushes .
That scarry "Send/Don't Send" Error appears .

At first this only happened in a place where if you aren't attentive , the floor cracks and you fall in a pit . But you don't die , you have a second chance . Well you have a second chance in that chamber that is trying to confuse you ( I'll tell you from now : What's obvious to do just makes you die ) . You arrive there by being teleported when you fall in that pit .
The problem was that I put a trigger_once over the "info_teleport_destination" entity and that caused the error . I deleted the trigger_once and it worked normally .
Now it repeats that again . And in other places sometimes too . I only hope this won't happen on Daubster or Grim's PC .

Does somebody has any idea why is this happening ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-20 11:42:04 UTC Post #257400
Could be some glitch with teleporting into another trigger. Just place the destination a unit or two over the trigger. That way it won't be triggered the moment the player's teleported in and hopefully will fix this bug.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-20 12:15:41 UTC Post #257401
But in some places this happens without a teleport . :confused:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-20 13:17:45 UTC Post #257402
ive been having problems with trigger_once's too. in some places in my map for NO reason and NO error the map just crushes when i go into the trigger_once. and i have no errors and no problems with the triggers.
Skals SkalsLevel Designer
Posted 16 years ago2008-10-20 14:08:50 UTC Post #257403
Maybe the trigger_once is not the problems, but the target(s).
Posted 16 years ago2008-10-20 14:20:29 UTC Post #257404
The targets were game_texts .

[EDIT] Btw , off-topic , I observe you usually have girl-avatars .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-20 14:20:53 UTC Post #257405
What's the message for your game_texts?
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-20 15:31:39 UTC Post #257409
IT contains "!" and "?" . The rest is normal text .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-20 15:36:07 UTC Post #257410
Try removing those and see what happens. Game_texts like to crash with non-letter/number characters.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-20 16:22:51 UTC Post #257412
The targets were game_texts.
There's your problem.

The game will crash with strange characters such as double quotation marks, slashes, backslashes and the like.
The game will also crash if the text is too long to fit on a single line. You can add a second line by adding /n in the message property.
Also make sure that the text has no more than 255 characters (that includes whitespaces as well).
Posted 16 years ago2008-10-20 16:27:00 UTC Post #257413
it's \n for a new line.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-10-20 16:32:02 UTC Post #257414
Thank you ! It must have been the long text .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-21 03:36:25 UTC Post #257420
The targets were game_texts .
omg its funny that you say that, the same thing happened to me! when i entered a trigger_once in this one place that triggers a game_text i get a complete crash without an error!

edit: ok i read the rest of the posts... ill try to keep that in mind.

we can still use "." and "," cant we?
Skals SkalsLevel Designer
Posted 16 years ago2008-10-21 07:34:23 UTC Post #257426
Ok I have a new problem . How can I make a wall disappear , but when it appears again it must be solid ?

So it's like this : Wall disappears => can walk through it
Wall appears => can't walk through it
I think you get the idea . I know something about func_wall_toggle but I never used it . Can you tell me exactly how's this made ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-21 07:46:24 UTC Post #257429
The entity guide is there for a reason. Use it.
http://www.twhl.co.za/wiki.php?id=197
Daubster DaubsterVault Dweller
Posted 16 years ago2008-10-21 08:39:48 UTC Post #257433
SO when I trigger it to disappear it transforms in a non solid polygon ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-21 09:59:22 UTC Post #257436
When you trigger a func_wall_toggle, it disappears, like as if there never was a wall. When you trigger it again, it reappears and is solid again.
Posted 16 years ago2008-10-21 12:03:53 UTC Post #257441
Oh that's awesome . Thank you.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-24 02:55:31 UTC Post #257582
uhmm... i dont suppose anyone knows where the teleport_destination is in comparison to where you are teleported? I mean, does the destination mark the bottom of where the player will be or the center or what?...

So if you want to get the player to be teleported so his feet are on the ground straightaway, where do you put it?

sorry that its a little off-topic...
Jessie JessieTrans Rights <3
Posted 16 years ago2008-10-24 04:40:26 UTC Post #257583
i am quite sure it marks the spot for where the players feet will be as he gets teleported.
do not put it too close to the ground tho
Skals SkalsLevel Designer
Posted 16 years ago2008-10-24 07:14:34 UTC Post #257587
sorry that its a little off-topic...
The thread name is Half-Life Crash problems , so it's not off-topic :P
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-24 09:43:24 UTC Post #257590
Here's how you place an info_teleport_destination the correct way without the player getting stuck in the floor or spawn a couple of units above the floor and fall down:
User posted image
Posted 16 years ago2008-10-24 11:58:25 UTC Post #257593
Muzzleflash , that way the player will get stuck in the floor . OR not ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-24 12:07:23 UTC Post #257594
just select the entity tool, select the destination in the 3d view... easy as that. :P
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 16 years ago2008-10-24 12:31:37 UTC Post #257595
Muzzleflash, that way the player will get stuck in the floor. OR not?
Nope.
Argh, you and your excessive use of pointless spaces.
Posted 16 years ago2008-10-24 13:05:33 UTC Post #257597
Sorry, it's a bad habit I must get out of.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-24 14:01:32 UTC Post #257599
Muzzles method will only work for "usual" player hulls...
Posted 16 years ago2008-10-24 22:44:03 UTC Post #257601
thnks for that

@ Seker: how do you mean, "usual"?
Jessie JessieTrans Rights <3
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