Motanum's Portal Mapping Questions (And some answers) Thread
However, by using trigger_hurt, whenever the player passes through it, hl2.exe just crashes.
I set its properties to 200 damage (So the player dies quickly and painless). If I do it like for water with slow damage over time, then there is a chance that the player might survive going through the field, which should not happen.
Any ideas or alternative suggestions? The lasers are set to 0 damage (lasers is what gives the illusion of the field btw)
Thanks! Please respond, is for my contest entry =(
I'm assuming it has to do with the player not having OnEndTouch fired or something similar which causes an invalid pointer in the list of touching objects.
Omnicoder wrote:
Death by trigger_hurt while inside a trigger_portal_cleanser (even one you are filtered out of) crashes the game.
I'm assuming it has to do with the player not having OnEndTouch fired or something similar which causes an invalid pointer in the list of touching objects.
It is not a trigger_portal_cleanser
I used the two models (one of each side) with lasers to give the effect of the field. Aesthetically, it looks good. But when I placed a trigger_hurt (Onlu clients flaged and 200 damage) (In that area, so when player tries to cross the field) and try to walk through it, hl2.exe just crashes.
hanging_rope wrote:
If that isn't it, a work around would be to put a trigger multiple there, filtered to the player, that fires the command of 'kill' to the console. But that is kind of making it a bit too complex.
I'll try that tomorrow morning, I will let you know if it was succesful
Motanum wrote:
Omnicoder wrote:Death by trigger_hurt while inside a trigger_portal_cleanser (even one you are filtered out of) crashes the game.
I'm assuming it has to do with the player not having OnEndTouch fired or something similar which causes an invalid pointer in the list of touching objects.It is not a trigger_portal_cleanser
I used the two models (one of each side) with lasers to give the effect of the field. Aesthetically, it looks good. But when I placed a trigger_hurt (Onlu clients flaged and 200 damage) (In that area, so when player tries to cross the field) and try to walk through it, hl2.exe just crashes.
hanging_rope wrote:
If that isn't it, a work around would be to put a trigger multiple there, filtered to the player, that fires the command of 'kill' to the console. But that is kind of making it a bit too complex.
I'll try that tomorrow morning, I will let you know if it was succesful
I know that it isn't a trigger_portal_cleanser, but do you have one that fills the volume of the level for cube resetting or anything like that?
Omnicoder wrote:
I know that it isn't a trigger_portal_cleanser, but do you have one that fills the volume of the level for cube resetting or anything like that?
What? If you ask if I have a portal_cleanser somewhere on my level, then yes
You mean "trigger_portal_cleanser" right?
You can use env_beams instead of the lasers. These also don't get blocked by entities (e.g. boxes).
I have a major problem with my next map, it just crashes the game when loaded.
Changes I made before the build, added security cameras, an Aperture_AI (Generic_actor), changed some diagonal blocks.
Any Ideas on what I could do?
Motanum wrote:
Thanks HMW...I have a major problem with my next map, it just crashes the game when loaded.
Changes I made before the build, added security cameras, an Aperture_AI (Generic_actor), changed some diagonal blocks.Any Ideas on what I could do?
You likely have an invalid brush. Cordon off halves of your map until recursively until you determine where it is.
Changed to beams instead of lasers (Also removed an output [ontrigger>!activator>kill>->0.00]) and redid the diagonal brushes and now the map doesn't crashes.
One last request. Anyone has a Testchamber_sign template? And which font should I use when editing it? Thanks!
I compiled my map, and happily thinking I had finish 100% my map. So I went ahead and tested it.
Problem encountered, I could not hear the sound! I opened the console and saw this error message
"*** Invalid sample rate (32000) for sound 'map_name\fielname.mp3'."
(I changed the map and file names just to stop any spoiler alerts
)
Things I've tried to fix the problem.
Change from ambient_generic to a env_message using the same .wav files. And convert the file from a .wav to a .mp3
Im running ot of ideas fixes
Please help me, this is the final touch for 2 of my 3 maps!
http://audacity.sourceforge.net/
This is the audacity site, just in case you didn't know.
I can shoot through elevator doors! How do I make it so it looks like Valve's? I tried Invisible, no draw and noclip. And it doesnt work =(
In testchamber_05 that comes with the sdk, it is just a simple invisible brush :S Im confused!
99% done with 2 out of 3! Overall 65%