Entities causing Leaks Created 14 years ago2009-05-24 23:43:23 UTC by Rory Rory

Created 14 years ago2009-05-24 23:43:23 UTC by Rory Rory

Posted 14 years ago2009-05-24 23:43:23 UTC Post #267436
Is it possible that, for example, if you make a func_door, and it would open to the void (but while closed, it's sealed completely from leaks) would it cause a leak error?

Say you have a U, in the middle of the U is the door, and it's closed in by a room. Therefore the door in the middle of the U is sealed from leaks. But when the door opens upward, it penetrates the outer perimeter of the room, causing the door to open into the void.

I haven't had a problem like this before, so I don't think it does cause a leak as I have explained, but I've spent hours looking for leaks in my map and can't find any!
Posted 14 years ago2009-05-24 23:51:01 UTC Post #267437
Actually, it doesn't work like that at all. Brush-based entities can't seal leaks, only regular brushes can. So the action of a door opening and closing might visually block your view of the void, but the engine doesn't care either way, because the func_door might as well not be there. That's one of the reasons you don't just build everything out of func_walls.

No offense at all, but you've been here an incredibly long time to be asking a question like this. Longer than me and most of the "old timers" even. Did you take a five year hiatus from mapping?
Posted 14 years ago2009-05-24 23:54:09 UTC Post #267438
That's not what I said I did.

I made a func_door, and it's surrounded by solid brushes, sealing it from leaks, but when the door opens, it penetrates the brush, exposing itself to the outside world. I understand how brush based entities work

I took a couple years off, make a few maps here and there.
Posted 14 years ago2009-05-25 00:00:29 UTC Post #267439
Sorry about that, I was confused about the example in the second sentence, and the first one made it sound like you were making a door into the void. :P

No, that won't cause a leak. Having any brush based entity inside the void won't cause a leak, actually. You can place them anywhere in the map, intersecting anything, and it won't cause problems.
Posted 14 years ago2009-05-25 00:26:03 UTC Post #267440
You can make a func_door move 512 units straight up through the ceiling into the void and you'll be all set. So long as the entity STARTS sealed from the void you're good.

Did you try importing the lin file?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-05-25 00:32:12 UTC Post #267441
Yeah I found the problem, it was a 4x4 units sized puncture.

I have one last issue though, I have a switch that's supposed to give off a red light, and then switch it off and turn green when pressed.

Red light = lightswitch1, not initially dark
Grn Light = lightswitch1, initially dark

Yet they both are off, and when I flip the switch, they're both on.
Posted 14 years ago2009-06-17 18:13:52 UTC Post #268343
Anything?
Posted 14 years ago2009-06-17 18:31:52 UTC Post #268344
If I recall correctly lights are a bit weird, due to having different states. Try giving them different names and making sure the button doesn't trigger an STATE_OFF (by using a multi_manager in between, or if using Spirit simply setting the state to TOGGLE).
ChickenFist ChickenFist<Witty Title>
Posted 14 years ago2009-06-18 08:21:13 UTC Post #268368
You can achieve the same effect with a trigger_relay.
Set it to toggle, Like chickenfist said.
And you're probably confusing the hell outta the engine.
2 lights, same name, different states / colors, same triggering entity.
If all else fails, re-name them light1a and light1b and use a Multimanager to trigger them both at time=0.
Sometimes you can't take shortcuts :/
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-18 14:08:01 UTC Post #268392
Hey, I did that once and it worked just fine. Try not putting them in the exact same position (ie 256,256,256 and 256,256,255)
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