Problem when saving and reload [SOLVED]

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canari
70 Posts
Posted Feb 21, 2012
Hello everyone,

I have a problem with my map : i have made a pipe (pneumatic diversity vent) and put particles so that the player sees dust sucked by the pipe from the ground.
The problem is : when i save the game and then reload it, ther is no more dust...
I've read one day on a topic something like this but not with particles but with the music, but i can't remember the solution, and i don't know if it's the same...

Can you help me pleeeease ?

Here is the video (hum i know i should put more light...) :
un2H51L_Tqs
(link : http://www.youtube.com/watch?v=un2H51L_Tqs)

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josepezdj
2,386 Posts
Posted Feb 21, 2012
Replied 15 minutes later
Try adding a logic_auto that "OnMapSpawn" refire the dust particles again.

Do not forget to untick the flag "fire once only"

I hope that helps!

EDIT: the flag I was referring was not that! It's "remove on fire": untick it.

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canari
70 Posts
Posted Feb 22, 2012
Replied 1 day later

josepezdj wrote:
Try adding a logic_auto that "OnMapSpawn" refire the dust particles again.

Do not forget to untick the flag "fire once only"

I hope that helps!

EDIT: the flag I was referring was not that! It's "remove on fire": untick it.

Hello,
When you say "a logic_auto that refires the dust particles", what is the corresponding action ?
The available choices are : AddOutput / ClearParent / Destroy immediately / DisableDrawInFastReflection / EnableDrawInFastReflection / FireUser1 / FireUser2 / FireUser3 / FireUser4 / Kill / KillHierarchy / RunScriptCode / RunScriptFile / SetParent / SetParentAttachment / SetParentAttachmentMaintainOffset / Start / Stop / StopPlayEndCap

What i've tried for my logic_auto is :
OnMapSpawn > TheNameOfMyDustParticle > Start
I've unchecked "fire once only" and unchecked the flag "remove on fire"
I've also tried with "OnGameLoad" instead of "OnMapSpawn" (other choices were OnBackgroundMap / OnMapTransition / OnMultiNewMap / OnMultiNewRound / OnNewGame)

...but none of what i tried worked.

What am i doing wrong ?

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josepezdj
2,386 Posts
Posted Feb 23, 2012
Replied 15 hours later
Hey there!

First: how did you start the dust particles in the first place? I guess you used "Start" input, right? Well, that's the one you should use again.

So, you did set up the logic_auto correctly. In the case you die for example and the map is restarted I think you should have no problem with the reapearance of the dust particles...

I think your current problem is that you are reloading the map, and for that you should also add the following to your logic_auto:

OnLoadGame (Fired when the map is loaded from a saved game) > [dust_particles_name_here] > Start

Try and let me know!

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canari
70 Posts
Posted Feb 23, 2012
Replied 9 hours later

josepezdj wrote:
First: how did you start the dust particles in the first place? I guess you used "Start" input, right? Well, that's the one you should use again.

In fact, the info_particle_system has a property called "Start Active ?" and I put "Yes" (i didn't use an input in the first place)

josepezdj wrote:
In the case you die for example and the map is restarted I think you should have no problem with the reapearance of the dust particles...

I think your current problem is that you are reloading the map, and for that you should also add the following to your logic_auto:

OnLoadGame (Fired when the map is loaded from a saved game) > [dust_particles_name_here] > Start

The problem was the same when i died or when i reloaded. I had also tried with OnLoadGame>[dust]>Start, trying puting it in the same logic_auto than my OnMapSpawn>[dust]>Start, or in a separate logic_auto, but none worked.

Then i tried to put an output on my trigger_hurt of the water in my map, with OnStartTouch>[dust]>Stop, so that when i die jumping in water, it stops the dust before reloading game and start it.........but it did not work...

Then i tried putting a trigger_multiple somewhere and for its outputs :
OnStartTouch>[dust]>Stop
OnEndTouch>[dust]>Start
so that when i walk through that trigger the dust stops and restart when i walk out
...and it worked !!!!! and also after i die or i reload (i mean when i reload the dust doesn't restart by itself but at least when i go through the trigger_multiple and leave it, it starts !)
That was a beginning...so i'm sure the problem comes with loading the dust (and not a problem of output).

And finally i had an idea : let's put the same outputs than my trigger_multiple in my logic_auto, in the same order, i mean :
OnMapSpawn>[dust]>Stop (after 0 seconds)
OnMapSpawn>[dust]>Start (after 0.5 seconds)

and i removed my trigger_multiple

...and that solved my problem !!!!!!! (in the info_particle_system, for the property "Start Active ?" I can either put "Yes" or "No", it works)
Finally, no need for "OnLoadGame".

Yeeeaaaaaaaaahhhh !

Thank you Josepezdj for your help, and I hope this topic will help others.

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josepezdj
2,386 Posts
Posted Feb 24, 2012
Replied 11 hours later
I'm glad to hear that you made it!

I knew the clue was to use a logic_auto in your case. But it were you who set it up properly, great!

I hope to see your map over here soon!