Checkpoints
I'm totally new to portal 2 mapping and started off in PTI and now I'm moving on to Hammer.
In my maps I make in PTI some ppl ask for a checkpoint thingy...example: if you turn on a laser or you pass a trigger field the game is sort of saved and when you die you respawn there.
I've done this with a trigger_savegame field and it works when it's not loaded from the workshop...else it saves the game and when I die portal 2 just crashes.
Is there a way to make checkpoints in the same level or is it just let ppl die en hopefully they get to the end?
My output named: OnTrigger
Targets entities named: Save_1
Via this point: Save
now when I die, portal 2 keeps crashing...
How can I view that?
EDIT: When I play if it loads from Hammer all is working fine, it's just when I publish it on the workshop
EDIT2: I tried something, a map without an elevator or arrival_departure_transition_ents....seems to work now
EDIT3: Error code:
Redownloading all lightmaps
R_RedownloadAllLightmaps took 24.421 msec!
Setting cl_fov to 90.000000 and cl_viewmodelfov to 50.000000
SAVEGAME: 1355.6kb, 648.2kb used by 1178 entities (workshop\542928347383127412\hammer_-_into_the_opera_1_-_entranc)
Freeing 1388118 bytes of save data
SAVEGAME: 40.0kb, 22.4kb used by 253 entities (workshop\542928347383127412\hammer_-_into_the_opera_1_-_entranc)
Freeing 40931 bytes of save data
SAVEGAME: 1.1kb, 0.0kb used by 0 entities (workshop\542928347383127412\hammer_-_into_the_opera_1_-_entranc)
Freeing 1109 bytes of save data
*** ERROR: Bone access not allowed (entity 398:class C_DynamicProp)
*** ERROR: Bone access not allowed (entity 398:class C_DynamicProp)
Stopping All Sounds...
Stopping: Channel:64 player\player_fall_whoosh_lp_01.wav
Stopping: Channel: 0 vfx\tbeam_pos_lp_01.wav
Stopping: Channel: 2 )vfx\fizzler_lp_01.wav
Stopping: Channel: 1 )props\tbeam_emitter_spin_lp_01.wav
Stopping: Channel:65 *music\sp_a2_laser_vs_turret_r1.wav
Stopping: Channel: 4 npc\turret_floor\turret_search_1.wav
Avatar image for user 110000103342E42 cached [refcount=4]
OnEngineClientSignonStateChange
session was expecting server reload...
Stopping All Sounds...
Attempting to pack entities on server with invalid local client state. Probably a result of VXConsole or con commands. Aborting SV_ComputeClientPacks.
Dropped KFredje from server (Server shutting down)
Execing config: game.cfg
Loading game from SAVE\76561198014017090\community_autosave.sav...
SAVEGAME: 1.1kb, 0.0kb used by 0 entities ()
Freeing 1109 bytes of save data
CModelLoader::Map_IsValid: No such map 'maps/workshop\542928347383127412\hammer_-_into_the_opera_1_-_entranc.bsp'
Map 'workshop\542928347383127412\hammer_-_into_the_opera_1_-_entranc' missing or invalid
Save file SAVE\76561198014017090\community_autosave.sav is not valid
Stopping All Sounds...
SignalXWriteOpportunity(4)
Destroying CMatchSessionOfflineCustom:
settings {
system {
network offline
access public
netflag noleave
}
game {
mode sp
mp_coop_start int( 1 = 0x1 )
dlcrequired u64( 0 = 0x0 )
type default
state game
map hammer_-_into_the_opera_1_-_entrance
}
options {
action create
server listen
}
members {
numMachines int( 1 = 0x1 )
numPlayers int( 1 = 0x1 )
numSlots int( 1 = 0x1 )
machine0 {
id u64( 76561198014017090 = 0x110000103342E42 )
flags u64( 0 = 0x0 )
numPlayers int( 1 = 0x1 )
dlcmask u64( 2 = 0x2 )
tuver 20110805
ping int( 0 = 0x0 )
player0 {
xuid u64( 76561198014017090 = 0x110000103342E42 )
name KFredje
game {
mp_coop_start int( 1 = 0x1 )
}
}
}
}
server {
server listen
}
}
Steamworks Stats: Ending SERVER session id: -1772865343
Steamworks Stats: Ending CLIENT session id: -1772865584
google it.
EDIT: Possible solution....TO LONG FILENAME...
EDIT2: Too sad to be true, but it is, file name was 1 character too long...it's fixed
Tnx for the help anyways 