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Ok, when I was compiling. It said that it had a LEAK and it was one of the armoury_entity. I checked at every armoury entity and they weren't even outside the map or something. I went to the "Entity Report" to check all of them.
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2009 Nov 13 at 05:45 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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2009 Nov 13 at 11:09 UTC
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Well this is where it gets tricky the compile tools didn't actually mean that the armoury entity was outside of the world; simply put, it is the most likely entity outside the world or the closest to the entity that is outside the world.
What you need to do is load the point file. [see below]
OR
You could go to your entities report and click each one and click go to and see if it is outside of the world.
Moreover
You could manually go around the edge of your world and check for any outside objects/entities.
I would tell you your best bet is to take the number two path, but its up to you; however, I strongly advise against using the point file it is a long and most times inaccurate process
[below]
Down Rodeo said: Q: How do I plug a leak?
First of all, make sure you did not create any entities outside your map. An entity outside your map is just like a leak, if not worse.
If you can not find any entities outside your map:
Load the pointfile generated by the compile tools by selecting the "load pointfile" option in the Hammer menus. Then follow the red line in the viewport to the hole. DON'T delete entities quoted as causing the leak, as they are just mentioned as a reference point. DO use the grid to help avoid leaks in the first instance.
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2009 Nov 13 at 11:17 UTC
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Sorry, I don't really know what "point file" is. I've been using Valve Hammer for just 3 weeks. I got 1 more question. Are the armoury_entity suppose to be on the ground completely? Or just 1 unit up? Becuase I put them like this. http://img263.imageshack.us/i/mapn.png/
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2009 Nov 13 at 15:54 UTC
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Oh, I just saw the "Load Pointfile". But when I clicked on this, it showed up red lines a bunch of them. Now what? It said to follow it. But I'm confuse.
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2009 Nov 13 at 15:57 UTC
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Put the armoury_entities above the ground, the weapons will fall down to the ground anyway.
As for the pointfile, start at the entity that was given in the error report and then follow the line until it leaves the map. That's where the leak is.
...and that's the bottom line because Mate de Vita said so.
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2009 Nov 13 at 17:15 UTC
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Well, I delete all my armoury_entity. I think I didn't put them right. How can I put guns or equipment in my map? Like, on the floor. Becuase I'm making a jailbreak map and how can you set like Terrorist only get's knife. And CT's get pistol, CT pistols.
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2009 Nov 14 at 00:11 UTC
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Well for the terrorist use player_weaponstrip jus' above the spawn point [at least thats how I believe you use it -I have never actually used it before -regardless that is the entity you want to use] then put the game_player_equip add weapon_knife to the key value [thats the basic way how to do it you may have to change this here and there but....]
[someone correct me on that I don't think its right]
The CT's are easier though you want to put a brush tied to func_buyzone somewhere that nobody can reach at all. That will eliminate the initial buyzones Counter Strike puts in there.
You may be having problems with your armoury_entity because it is on the ground. No entities can be touching a brush, thus you must make the armoury_entity above ground it naturally will fall down to the ground, and no one will know.
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2009 Nov 14 at 03:22 UTC
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sprinkles said: Well for the terrorist use player_weaponstrip jus' above the spawn point [at least thats how I believe you use it -I have never actually used it before -regardless that is the entity you want to use] then put the game_player_equip add weapon_knife to the key value [thats the basic way how to do it you may have to change this here and there but....]
[someone correct me on that I don't think its right]
The CT's are easier though you want to put a brush tied to func_buyzone somewhere that nobody can reach at all. That will eliminate the initial buyzones Counter Strike puts in there.
You may be having problems with your armoury_entity because it is on the ground. No entities can be touching a brush, thus you must make the armoury_entity above ground it naturally will fall down to the ground, and no one will know.
OH! Thanks man. Becuase I put the entity way on the ground. Now I put the entity's like 3 units above the ground.
But 1 more thing. How do I open doors using buttons? And putting models in my map?
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2009 Nov 14 at 18:55 UTC
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Give the door a name, make a func_button and target the door's name with it.
As for the models you can use the cycler entity.
...and that's the bottom line because Mate de Vita said so.
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2009 Nov 14 at 19:33 UTC
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So I use func_door?
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2009 Nov 15 at 00:49 UTC
— Ed. 2009 Nov 15 at 00:50 UTC
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Sushi said: So I use func_door?
If you're wanting a sliding door its func_door
If you're wanting a normal door its func_door_rotating
So make your door.
Next where ever you want your button to be make it
then tie it to func_button and in the 'target' inputbox put
what you named your door [that is the same thing you
put in the 'name' inputbox in the func_door [or func_door_rotating]
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2009 Nov 15 at 00:55 UTC
— Ed. 2009 Nov 15 at 00:56 UTC
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Well, on the func_button, I only see "Target Path" not "Target".
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2009 Nov 15 at 07:47 UTC
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Sushi said: Well, on the func_button, I only see "Target Path" not "Target".
Sorry thats targeted object jus' above target path.
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2009 Nov 15 at 09:33 UTC
— Ed. 2009 Nov 15 at 09:33 UTC
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Oh! I see it. Thanks man.
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2009 Nov 15 at 17:47 UTC
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