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weapons spawning at orgin
Posted: Sun Jul 15, 2007 7:42 am
by LazyBuhdaBelly
i know this may be noobish some of my weapons are spawning it the orgin of the map. they all spawn at the same and differnt weapons. they like fly out everywhere and sit on the place where ever they land and disapear. then i hear the annoy respawn sound over and over and over. can anyone help?
is it becuase its falling out of hte level or somethign?
Posted: Sun Jul 15, 2007 8:04 am
by Hell-met
if you place them all in eachother they will be scattered around on map spawn.
Give them some space.
Posted: Sun Jul 15, 2007 10:05 am
by DaMaN
Well, actually I've noticed a similar problem with the item_item_crate items - when you break them open, the items inside respawn at the map's origin (0,0,0). So it can cause some problems. Not sure how it could be fixed though...
Posted: Sun Jul 15, 2007 11:32 am
by fug4life
I read about this before on some forum somewhere, If your still having trouble I'll see if I can dig it up.
Firstly, you are making you own map or using mapadd scripts?
If your making your own map, there are a few things I would suggest you check,
*Make sure you didn't duplicate a weapon and its left inside another.
*Check that the bounding box dosen't collide with the walls, floor.
*And also just check the it's bounding box dosen't collide with that of other models.
*Also if you set up your point templates incorrectly, i.e set the logic timer or what ever triggers the forcespawn wrongly, you might get the weapons flying out everywhere. i.e its fire settings on the logic timer and entity maker.
Just a couple of ideas, no real solution, I'll try find the post where I read about it.
Posted: Mon Jul 16, 2007 9:52 pm
by LazyBuhdaBelly
fug4life wrote:
*Make sure you didn't duplicate a weapon and its left inside another.
*Check that the bounding box dosen't collide with the walls, floor.
*And also just check the it's bounding box dosen't collide with that of other models.
that should be the problem now that i think about it, i try and see if that works. i think ur right.
Posted: Tue Jul 17, 2007 9:10 am
by fug4life
Let me know if it helps, as I'm not 100% this is the solution to your problem, although it still good to check over these things.
Posted: Fri Aug 17, 2007 12:26 am
by Singe
Oh god this is a horrible horrible bug and I hate it so much. The suggestions given are good. Give weapons space to breathe, don't put them too close to other items. I also suspect if players are standing over a weapon and they already have the weapon, it might cause the bug to manifest. Despite these techniques this bug plagues me to this day in various maps.
In a worst-case scenario (the bug cannot be eliminated), you can cheat your way around it. Instead of putting a weapon somewhere, put a button or an ammo box or whatever, and have it activate a game_player_equip that gives the player the desired weapon. I'ma doing this in some updates I'm working on.
Posted: Fri Aug 17, 2007 12:34 am
by Shana
Singe wrote:Oh god this is a horrible horrible bug and I hate it so much. The suggestions given are good. Give weapons space to breathe, don't put them too close to other items. I also suspect if players are standing over a weapon and they already have the weapon, it might cause the bug to manifest. Despite these techniques this bug plagues me to this day in various maps.
In a worst-case scenario (the bug cannot be eliminated), you can cheat your way around it. Instead of putting a weapon somewhere, put a button or an ammo box or whatever, and have it activate a game_player_equip that gives the player the desired weapon. I'ma doing this in some updates I'm working on.
Just a little question to you: why do you still make coop maps for crapy hl2: dm coop? you can do so much more in oc than in hl2: dm and its also more stable. (yes, 1.23 is still a bit crashy, but 1.3 is very stable, i never crashed in the newest 1.3 beta.)
Posted: Fri Aug 17, 2007 2:20 am
by Singe
W0rf0x wrote:Just a little question to you: why do you still make coop maps for crapy hl2: dm coop? you can do so much more in oc than in hl2: dm and its also more stable. (yes, 1.23 is still a bit crashy, but 1.3 is very stable, i never crashed in the newest 1.3 beta.)
Well actually that's much of it right there. There's a relative paucity of high-quality coop maps for hl2dm and I think there should be more. And people who don't know about mods like OC can get introduced to and seduced by the coop style more easily this way. Unlike with mods, it's possible to accidentally stumble across a server running a coop map even though the game is normally geared towards deathmatch. Interested players will find OC upon additional research.
Also, the hl2dm audience is still relatively massive compared to most any mod. Don't get me wrong, I know OC's pretty danged popular, but I get more exposure with hl2dm. I assume at some point when hl2dm is less popular but various mods (such as OC) have retained a solid dedicated player base I'll move to that. And yes, it's a shame there's such a limited variety of npc types in hl2dm but that just forces me to come up with creative ways of modifying creatures.
