MVM wont spawn robots no error

Coolz

L2: Junior Member
Sep 19, 2013
72
26
I've got EVERYTHING needed for an mvm level to be playable, the problem? NO FUCKING CLUE. Robots just don't spawn and the console has no errors for me when I check. None. Theres nothing wrong but everything is broken.
Honestly theres nothing I can do at this point because Google is failing me.
What would cause robots to not spawn without making an error?
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Did you generate a nav mesh and create a pop file that matches the name of the map?
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
Yes. I have a nav mesh, I have a pop file the same name as the map, it loads. and then when the wave starts nothing. Maybe the spy icon flashes constantly across the screen but otherwise nothing. nothing as changed. Nothing. It could be the flag bomb I have though. :\
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Do you have the entity "intel" item_teamflag?
Do you have the tf_logic_mann_vs_machine entity?
Do you have the game_timer entity?
Do you have the tf_gamerules entity?
Do you have the game_round_win entity?
Do you have both team filtering entities?
Do your spawning entity locations match those in the pop file?
Do your robots have enough room to spawn?
Do your robots have their spawn completely surrounded by the "bot_respawnroom" func_respawnroom brush entity?

Do your robots have a drop down that may not have been included in the nav mesh generation?
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
Do you have the entity "intel" item_teamflag?
Do you have the tf_logic_mann_vs_machine entity?
Do you have the game_timer entity?
Do you have the tf_gamerules entity?
Do you have the game_round_win entity?
Do you have both team filtering entities?
Do your spawning entity locations match those in the pop file?
Do your robots have enough room to spawn?
Do your robots have their spawn completely surrounded by the "bot_respawnroom" func_respawnroom brush entity?

1. Y
2. N
3. Y
4. Y
5. Y
6. Y
7. Define enough, but yes they have a whole gigantic tunnel to themselves
8. Y
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
tf_logic_mann_vs_machine is a must, it forces you to the red team and makes it look for popfiles. Even if without one (or a broken one) it would still show wave 0.

If its not even showing wave 0 it means you dont even have the MvM system working which is probably what happened to you.

And instead of checking on google it might be usefull to search in the existing mvm map decompiles. These are generaly more helpfull since mvm is a new and barely documented mode. And if you dont like looking in decompiles opening mvm_example is probably better being a simple dev shaped map showing the entities and how to use them.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
Double checked. All of those are Yes.

I noticed however after trying the mission the console gets flooded with thinkings.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
I actually did have that I meant 3 not 2 mixed em up, but I just found a timer in the map. So I got all of it.
Oh MVM system is working. It shows the correct number of waves, correct enemies it just doesn't spawn them
I've been searching stock maps for 3 hours before posting here.
Don't even have the example for some strange reason but I just downloaded the vmf and incorporated what it had into the map-- still didn't work. (But perhaps that's because I removed the flag in that one because I thought it was useless, going to re-add that and then try again)
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Can you post the console output here so we are able to help you on that aswel?

And it can be usefull to check if bots dont lock themselves to a state that they never can spawn, wavespawns have restrictions:
- You can never exceed 26 bots at once. If there are 2 engies at 25 it would deadlock already. Recommended is to have a max of 20 normal bots active and about 4 mission ones (excluding the sentry buster - after all even though 2 can be active having 1 at a time is still fine - they are considered seperately).
- The wait before spawned/killed setting can prevent bots spawning if the mission in front of that cant spawn. Waiting on itself guarantees it never spawns.

Still, for popfiles it does show alot of issues by not making the bar go full. If im right even the waitbefore things are included in this check. The console is most important for debugging.
 
Last edited:

Coolz

L2: Junior Member
Sep 19, 2013
72
26
It used to show 0 before I gave it the nav, but now when I load it up it goes to the correct one by default.

Assuming you meant this. Excuse the name because I'm just naming checks if it works suddenly or not random things.


** Executing...
** Command: "C:\Program files\Steam\Steamapps\common\Team fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\program files\Steam\steamapps\common\Team fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP.vmf"

Valve Software - vbsp.exe (Jun 10 2014)
2 threads
materialPath: C:\program files\Steam\steamapps\common\Team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (325883 bytes)
Error! To use model "models/props_mvm/mvm_upgrade_sign.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_mvm/mvm_upgrade_sign.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 988 texinfos to 455
Reduced 38 texdatas to 36 (962 bytes to 918)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP.bsp
6 seconds elapsed

** Executing...
** Command: "C:\Program files\Steam\Steamapps\common\Team fortress 2\bin\vvis.exe"
** Parameters: -game "C:\program files\Steam\steamapps\common\Team fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP"

Valve Software - vvis.exe (Jun 10 2014)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.prt
1528 portalclusters
4338 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 176481 visible clusters (10.46%)
Total clusters visible: 1687245
Average clusters visible: 1104
Building PAS...
Average clusters audible: 1527
visdatasize:572860 compressed from 586752
writing c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.bsp
5 seconds elapsed

** Executing...
** Command: "C:\Program files\Steam\Steamapps\common\Team fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\program files\Steam\steamapps\common\Team fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP"

Valve Software - vrad.exe SSE (Jun 10 2014)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.bsp
Setting up ray-trace acceleration structure... Done (1.90 seconds)
5034 faces
940922 square feet [135492864.00 square inches]
2 Displacements
190 Square Feet [27492.82 Square Inches]
5034 patches before subdivision
42870 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (51)
transfers 5954202, max 1640
transfer lists: 45.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(48782, 39321, 42963)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7850, 5076, 4459)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1597, 807, 556)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(409, 152, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(139, 35, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(54, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(24, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(11, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0335 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 855/8192 10260/98304 (10.4%)
brushsides 5417/65536 43336/524288 ( 8.3%)
planes 2788/65536 55760/1310720 ( 4.3%)
vertexes 8381/65536 100572/786432 (12.8%)
nodes 2925/65536 93600/2097152 ( 4.5%)
texinfos 455/12288 32760/884736 ( 3.7%)
texdata 36/2048 1152/65536 ( 1.8%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 668/0 668/0 ( 0.0%)
faces 5034/65536 281904/3670016 ( 7.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2487/65536 139272/3670016 ( 3.8%)
leaves 2939/65536 94048/2097152 ( 4.5%)
leaffaces 5457/65536 10914/131072 ( 8.3%)
leafbrushes 2019/65536 4038/131072 ( 3.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33502/512000 134008/2048000 ( 6.5%)
edges 19791/256000 79164/1024000 ( 7.7%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 391/32768 3910/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6507/65536 13014/131072 ( 9.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 2060968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 572860/16777216 ( 3.4%)
entdata [variable] 32634/393216 ( 8.3%)
LDR ambient table 2939/65536 11756/262144 ( 4.5%)
HDR ambient table 2939/65536 11756/262144 ( 4.5%)
LDR leaf ambient 14489/65536 405692/1835008 (22.1%)
HDR leaf ambient 2939/65536 82292/1835008 ( 4.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/34192 ( 0.0%)
pakfile [variable] 318485/0 ( 0.0%)
physics [variable] 325883/4194304 ( 7.8%)
physics terrain [variable] 458/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13461
Writing c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.bsp
2 minutes, 9 seconds elapsed
Valve Software - vrad.exe SSE (Jun 10 2014)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.bsp
Setting up ray-trace acceleration structure... Done (3.21 seconds)
5034 faces
940922 square feet [135492864.00 square inches]
2 Displacements
190 Square Feet [27492.82 Square Inches]
5034 patches before subdivision
42870 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
sun extent from map=0.087156
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 5954202, max 1640
transfer lists: 45.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(48782, 39321, 42963)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(7850, 5076, 4459)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1597, 807, 556)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(409, 152, 79)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(139, 35, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(54, 9, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(24, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(11, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0503 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (32)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 855/8192 10260/98304 (10.4%)
brushsides 5417/65536 43336/524288 ( 8.3%)
planes 2788/65536 55760/1310720 ( 4.3%)
vertexes 8381/65536 100572/786432 (12.8%)
nodes 2925/65536 93600/2097152 ( 4.5%)
texinfos 455/12288 32760/884736 ( 3.7%)
texdata 36/2048 1152/65536 ( 1.8%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 162/0 3240/0 ( 0.0%)
disp_tris 256/0 512/0 ( 0.0%)
disp_lmsamples 668/0 668/0 ( 0.0%)
faces 5034/65536 281904/3670016 ( 7.7%)
hdr faces 5034/65536 281904/3670016 ( 7.7%)
origfaces 2487/65536 139272/3670016 ( 3.8%)
leaves 2939/65536 94048/2097152 ( 4.5%)
leaffaces 5457/65536 10914/131072 ( 8.3%)
leafbrushes 2019/65536 4038/131072 ( 3.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 33502/512000 134008/2048000 ( 6.5%)
edges 19791/256000 79164/1024000 ( 7.7%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 16/8192 1408/720896 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 391/32768 3910/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6507/65536 13014/131072 ( 9.9%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 2060968/0 ( 0.0%)
HDR lightdata [variable] 2060968/0 ( 0.0%)
visdata [variable] 572860/16777216 ( 3.4%)
entdata [variable] 32634/393216 ( 8.3%)
LDR ambient table 2939/65536 11756/262144 ( 4.5%)
HDR ambient table 2939/65536 11756/262144 ( 4.5%)
LDR leaf ambient 14489/65536 405692/1835008 (22.1%)
HDR leaf ambient 14489/65536 405692/1835008 (22.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/34192 ( 0.0%)
pakfile [variable] 318485/0 ( 0.0%)
physics [variable] 325883/4194304 ( 7.8%)
physics terrain [variable] 458/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13461
Writing c:\program files\steam\steamapps\common\team fortress 2\tf\maps\mvm_assault_test_HELP.bsp
2 minutes, 4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_assault_test_HELP.bsp" "C:\Program files\Steam\Steamapps\common\Team fortress 2\tf\maps\mvm_assault_test_HELP.bsp"


** Executing...
** Command: "C:\Program files\Steam\Steamapps\common\Team fortress 2\hl2.exe"
** Parameters: -game "C:\program files\Steam\steamapps\common\Team fortress 2\tf" -toconsole -dev -console +sv_lan 1 -sw -dev -console -allowdebug -game "C:\program files\Steam\steamapps\common\Team fortress 2\tf" +map "mvm_assault_test_HELP" +map "mvm_assault_test_HELP" -steam
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
That is because the nav is an error in that case. It prevents calculating the path from the spawn to the pit and breaks the mvm system on that. Its normal to happen when you compile your map. Its even recommended to still regenerate it on a new compile even when it doesnt show wave 0. Your nav can change.

Still, its best to have a simple test mission that just tests your spawners. A mission with 5 melee scouts (of which only 1 would be active at once) on each possible spawn allows you to quickly check for any problems. This mission is less likely to contain errors on its own and for that reason makes you not have to check your popfile all the time. And its also faster for testing since you wouldnt have to wait for each spawner.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
Just in case you didn't get it because you apparently posted again, I posted the console last page.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
All the console is saying [insert every single entity in my map]:thinking [insert random number here] seconds. Literally that's all. that's what I mean by "No error" no matter how far back I go I cannot find any error in the console and when the wave starts BAM everything is thinking about things forever and not doing shit
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
You should fix that prop error, if only to rule it out.

Also, stop beating around the bush and show the actual console output, even if you don't think it is useful.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
---- Host_Changelevel ----
Spawn Server: mvm_assault_test_2222: []
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mvm/mvm_upgrade_tools.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mvm/mvm_upgrade_tools.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/spikeplant01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/spikeplant01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/spikeplant01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/spikeplant01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_doomsday/corkboard_doomsday.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/joshuatree01.mdl)
Set Gravity 800.0 (0.250 tolerance)
SoundEmitter: adding map sound overrides from scripts/mvm_level_sounds.txt [1407 total, 1406 replacements, 60 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/mvm_level_sound_tweaks.txt [11 total, 11 replacements, 11 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/game_sounds_vo_mvm.txt [2387 total, 4 replacements, 0 duplicated replacements]
SoundEmitter: adding map sound overrides from scripts/game_sounds_vo_mvm_mighty.txt [1434 total, 0 replacements, 0 duplicated replacements]
Item Whitelist file 'item_whitelist.txt' could not be found. All items will be allowed.
Loading AI graph
Step 1 loading
Checking version
Passed first ver check
Got version 37
Map version 367
Done version checks
Finishing load
prop at 972 2461 15 missing modelname
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
Created class baseline: 21 classes, 6805 bytes.
24 player server started
'listenserver.cfg' not present; not executing.
'mvm_assault_test_2222.cfg' not present; not executing.
Steamworks Stats: Requesting SERVER session id.
Compressing fragments (208263 -> 97928 bytes)
Steamworks Stats: Received SERVER session id: 136085199902

Team Fortress
Map: mvm_assault_test_2222
Players: 1 / 24
Build: 2298883
Server Number: 14

Attemped to precache unknown particle system "grenade_smoke_cycle"!
The server is using sv_pure 0. (Enforcing consistency for select files only)
Initializing renderer...
Compressing fragments (12708 -> 10672 bytes)
Sending full update to Client Coolz
Compressing fragments (2319 -> 1468 bytes)
Coolz connected
Attemped to precache unknown particle system "grenade_smoke_cycle"!
Attemped to precache unknown particle system "grenade_smoke_cycle"!
Set Gravity 800.0 (0.250 tolerance)
Signon traffic "CLIENT": incoming 326.723 KB, outgoing 143.820 KB
Queued Material System: ENABLED!
Compact freed 2433024 bytes
Redownloading all lightmaps
R_RedownloadAllLightmaps took 29.183 msec!
info_populator(.PAVCBaseEntity@@) thinking for 50.12 ms!!!
22 bots were already allocated some how before CPopulationManager::AllocateBots was called
prop at 972 2461 15 missing modelname
Can't open scripts/population/mvm_assault_test_2222.pop.
Parse Failed in CPopulationManager::Initialize for scripts/population/mvm_assault_test_2222.popCTFNavMesh: 637 nav areas in mesh.
Item Whitelist file 'item_whitelist.txt' could not be found. All items will be allowed.
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.74 ms!!!
Compressing fragments (1516 -> 1067 bytes)
Attemped to precache unknown particle system "grenade_smoke_cycle"!
execing scout.cfg
execing clear
execing aliases
execing binds
execing crosshairswitcher/switcher
'crosshairswitcher/binds' not present; not executing.
execing crosshairswitcher/settings
execing crosshairswitcher/crosshairs
player(.PAVCBaseEntity@@) thinking for 21.81 ms!!!
Achievements disabled: cheats turned on in this app session.
player(.PAVCBaseEntity@@) thinking for 21.77 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.03 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.92 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.12 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.70 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.89 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.15 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.10 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.05 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.56 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.85 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.13 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.90 ms!!!
tf_logic_mann_vs_machine(.PAVCBaseEntity@@) thinking for 22.06 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.02 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.10 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.14 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.45 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.08 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.28 ms!!!
] tf_mvm_popfile mvm_assault
21.73: CLEAR_UPGRADE_HISTORY: Player 'Coolz'
prop at 972 2461 15 missing modelname
---
Credits: 8000
Waves: 5 ( 1600.00 credits per wave )
---
Popfile: scripts/population/mvm_assault.pop
CTFNavMesh: 637 nav areas in mesh.
Item Whitelist file 'item_whitelist.txt' could not be found. All items will be allowed.
Achievements disabled: cheats turned on in this app session.
Attemped to precache unknown particle system "grenade_smoke_cycle"!
25.98: REMEMBER_UPGRADE: Player 'Coolz', item '#TF_Weapon_Scattergun', upgrade 'damage bonus', cost '400'
26.20: REMEMBER_UPGRADE: Player 'Coolz', item '#TF_Weapon_Scattergun', upgrade 'damage bonus', cost '400'
26.35: REMEMBER_UPGRADE: Player 'Coolz', item '#TF_Weapon_Scattergun', upgrade 'damage bonus', cost '400'
26.53: REMEMBER_UPGRADE: Player 'Coolz', item '#TF_Weapon_Scattergun', upgrade 'damage bonus', cost '400'
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.77 ms!!!
player(.PAVCBaseEntity@@) thinking for 23.97 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.58 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.79 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.64 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.15 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.07 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.50 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.09 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.20 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 21.75 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 21.97 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.53 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 27.40 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.17 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.94 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 21.95 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 21.98 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.16 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.73 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.40 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.82 ms!!!
soundent(.PAVCBaseEntity@@) thinking for 21.79 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.13 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.85 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.45 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.93 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.75 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.94 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.19 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.89 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.04 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.05 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.01 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.75 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.44 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.28 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.26 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.49 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.41 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 21.77 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.07 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.79 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.68 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.16 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.00 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.13 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 21.80 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.75 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.11 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.52 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.03 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.24 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.03 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 24.77 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.23 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.29 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.25 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.32 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.35 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.62 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.21 ms!!!
item_teamflag(.PAVCBaseEntity@@) thinking for 22.43 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.20 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.98 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 21.90 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.25 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.12 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.15 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.79 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.04 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.92 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.61 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 21.83 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.79 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.10 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.11 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.05 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.81 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.07 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 21.84 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.23 ms!!!
item_teamflag(.PAVCBaseEntity@@) thinking for 22.07 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.20 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.87 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.91 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.03 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.26 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.19 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.09 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.58 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.00 ms!!!
player(.PAVCBaseEntity@@) thinking for 21.97 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.20 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.17 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.37 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.56 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.88 ms!!!
scene_manager(.PAVCBaseEntity@@) thinking for 22.12 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.39 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.66 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.26 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.34 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.28 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 23.25 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.08 ms!!!
player(.PAVCBaseEntity@@) thinking for 22.30 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.69 ms!!!
info_populator(.PAVCBaseEntity@@) thinking for 22.16 ms!!!
tf_player_manager(.PAVCBaseEntity@@) thinking for 22.77 ms!!!

And so on. That is what is in the console after me restarting it quickly.
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
22 bots were already allocated some how before CPopulationManager::AllocateBots was called

There's your problem. Now to figure out what it means.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
I found out whats wrong. When I generated a nav it said "No nav area for bomb delivery zone"
How do I make that?
 

Woozlez

L3: Member
Jul 28, 2010
129
287
The issue is one that I already brought up. Navigation generation on drop down areas, such as when they drop down at their spawn from a higher area. You need to go into navigation editing using nav_edit 1 and pinpoint locations that the robots may go using nav_mark_walkable, and then regenerate the nav mesh.

The place where you type nav_generate into console matters as well. Make sure you are standing on ground where the robots should be able to go when you type nav_generate, and I recommend starting from their spawn as well.

If a drop down is too tall, the robots may not want to drop by default, so you may have to do some further manual editing.