obj_sentrygun crashes

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
On a MvM map I am making, I have a sentry gun placed to help the player fight off the bots. However, every time it is in a position to fire, TF2 crashes. I reckon that this is due to the fact that it is owned by no player, so in logging which player killed the robot, there is no name to put, and it glitches. I have tried to solve this problem using triggers and the set_builder command, but this doesnt seem to work. Can anyone help me?
 
Last edited:
Jan 8, 2011
397
393
In regards to the trigger_multiple, try removing the sentry and checking if it works then. I have no idea why the sentry would be crashing the map, but maybe you should try a re-design where it's not necessary.
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
In regards to the trigger_multiple, try removing the sentry and checking if it works then. I have no idea why the sentry would be crashing the map, but maybe you should try a re-design where it's not necessary.
I tried taking out the sentry, but still, the events that are supposed to be triggered by all of my trigger_multiples are not happening.

I'm going to add, for clarity, that these trigger_multiples all worked at one stage, and that it must be something I've done to the map since thats destroyed how they work. I have checked for leaks, and there currently are none, so I know that's not the problem.
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
Adding a sentry to any game mode is pretty much game breaking. for you it literally is game breaking. It isn't as bad of a mistake in an MVM map I suppose since blue team is just bots. Read this for any help in general
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
Adding a sentry to any game mode is pretty much game breaking. for you it literally is game breaking. It isn't as bad of a mistake in an MVM map I suppose since blue team is just bots. Read this for any help in general
Okay, maybe the sentry wasn't the best idea ever to insert into my map,
But we still now have the problem of trigger_multiple failing to work. I have about 12 of these in the level: 11 of them are to activate/deactivate navigation brush entities for the bots, and 1 is set to end the game (with an output to game_round_win) when all of the Red-team players are located within it. However, none of them seem to be operating.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Make sure you haven't accidentally moved them to world or removed the entities that send them inputs. Double check everything.

As for your gun, they were never really intended to be placed in Hammer, and I wouldn't be shocked if they no longer function at all, period. I know you can't spawn them in game anymore.
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
Make sure you haven't accidentally moved them to world or removed the entities that send them inputs. Double check everything.
Well, I know that none of the input or output arrows for any of the trigger brushes have a red line through them, and none of them have moved to world, so the problem still remains.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Are the things that trigger those brushes still working? Is whatever triggers THAT still working? There's no quick fix here, you messed something up and need to check it all. There's no "start working again" button for you to click.
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
The entity triggering the trigger is meant to be the player(s), and this has been made clear in the trigger_multiple flags, as well as the flag making sure that bots/npcs cannot trigger. The triggers have also been fully operational in previous versions of the map, but since then I must have added something that has counteracted or nullified the effect of the trigger_multiples, if something like that is at all possible to be accidentally added.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You know the bots are considered players from the server's perspective, right? So disallowing them would also disallow humans. The TF2 wiki explains the two kinds of bots, if you didn't know that there are two. Flags in Source that apply to bots don't ever apply to the kind of bot used in MVM.
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
You know the bots are considered players from the server's perspective, right? So disallowing them would also disallow humans. The TF2 wiki explains the two kinds of bots, if you didn't know that there are two. Flags in Source that apply to bots don't ever apply to the kind of bot used in MVM.
This still doesn't explain how it worked before, but now doesn't. I'm pretty certain I haven't changed the flags since the time that it worked.

If this was, however, the problem, would applying a team filter solve it?
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Yes, I think.

Correct me if I'm wrong, but I think someone has done it already.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Not everything that is in Hammer works in game, and not everything you want to do with Source or the Orange Box branch of Source is possible. I would guess this is just another thing that you cannot do. Even if you can, I don't think anyone would say it's a good idea.
 

JrTheDragon01

L1: Registered
Jan 13, 2012
20
1
Not everything that is in Hammer works in game, and not everything you want to do with Source or the Orange Box branch of Source is possible. I would guess this is just another thing that you cannot do.
Yes, but the trigger_multiples worked before, and I want to try and do it, and I would be able to if the darn trigger_multiples were still working, so I just need to find out how to do that.