The Whole Map Leaks?

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
While working on Shenanigans, I have encountered a leak. And according to Hammer, this leak is a trigger_multiple centered at -1277.00 4750.00 1152.00. So I went to those coordinates, and there was nothing there. It's empty space. I tried loading the .lin file. Same location.

So then I centered all origins, and there was a little x right there. So I clicked it. And the entire map lit up.

You see, Shenanigans has a trigger_multiple that encompasses the entirety of the map. One giant trigger brush used for determining victory conditions.

And Hammer is insisting that it is somehow leaking.

I tried removing the Triggers visgroup, and compiled- that came up with zero leaks.

What do I do now? Encompass the entire thing in an even larger hollowed skymap brush?
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Well it seems to me, and I might be wrong in this, but it seems to me you're doing your victory conditions incorrectly. trigger_multiples should go inside the game space, not outside of it. So if I understand your problem correctly, you just seem to be doing it all wrong.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
It shouldnt leak if the middle of the trigger is in the middle of the map. There is also a way to move the origin of triggers by hand (thats what leaks actually), but i dont know how.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
So theoretically, if I get the center of the trigger inside of a sealed area, it will no longer count as leaking?
 
Feb 14, 2008
1,051
931
The little blue dot that is the trigger's origin should be inside the gameplay area. Which should not be inside a huge box.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Not to be demeaning, that while this is a useful technique for finding bugs, this is horrible mapping practice, and you should concentrate your efforts to fixing this flaw. You really shouldn't be having huge trigger_multiples covering your entire map. There really is no need to do that as far as I know, and even if there is I'm sure you can do it in a more appropriate way.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
To see origins, you have to have :helpers: enabled. It'll show them as blue orbs (3d view) or tiny white circles (2d views) when the associated brush(es) are selected.

Thus you can recenter the origin (so you know exactly where it is without searching) and then drag it off into some appropriate part of the map that feels central.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Not to be demeaning, that while this is a useful technique for finding bugs, this is horrible mapping practice, and you should concentrate your efforts to fixing this flaw. You really shouldn't be having huge trigger_multiples covering your entire map. There really is no need to do that as far as I know, and even if there is I'm sure you can do it in a more appropriate way.

The trigger_multiple exists to keep track of how many players are currently present on the map at any given moment. For every player within it, the count goes up by one. If a player leaves, the count goes down by one. This is then used for determining the amount of players who have to vote to end the map, much like rtv. Players who enter a specified area count as voting to end the map. This number is set up to be 50%+1.

The map itself is not a rectangular prism. If I was to make a series of triggers to fit inside the map, you could have issues when people are straddling a seam. If I was to set it up so that specific areas counted and others didn't, the math wouldn't work either, and you could have the map ended with just one person inside that area. Something that shouldn't occur with more than one person on the map.

In essence, it is what it is because it has to be. And this is how it was suggested to be done here on these forums- where people know a hell of a lot more about this sort of thing than I do- which means I'm not particularly inclined to think they got it horribly wrong. Especially as I expect I'll have other questions I want to ask in the future.
 

FaTony

Banned
Mar 25, 2008
901
160
Enable origins in 3d view. Drag origin to gameplay area (best if close to light_env, so u have all global entities together).

EDIT: And delete 64x64x64 box, it's a waste of space.
 
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