Weird timer and invincible locker

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
The name says it. My timer is after setup set to 999999:999999 or something like that but i set it to 180. The Locker is not showing but the render mode is normal. Im a newby and i need some advise.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Whait i get messages if i write something on my post. Bugy
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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Very little info provided so guessing:

You've made the locker a prop_static when it needs to be a prop_dynamic

As for your timer... no idea. Post a screenshot of the settings in your team_round_timer entity.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Very little info provided so guessing:

You've made the locker a prop_static when it needs to be a prop_dynamic

As for your timer... no idea. Post a screenshot of the settings in your team_round_timer entity.
The prop is dynamic
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
You've set the resupply locker's Render Mode to Solid. In most cases (like, 99% of the time) this should be set to Normal. Also I recommend you set the collision mode to VPhysics. Basically your settings should look like this:

8CWptLb.png


Your round timer is set to a really high number because... it's set to a really high number.

iGcOsLS.png
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
You have two team_round_timers in your map, one of which is set to 60,000 seconds. That's 1,000 minutes. It looks like you attempted to make the timer disable itself after its setup timer finished, but you sent the input with a 1.00 second delay, causing the timer to display 1,000 minutes and then pause.

hW14TRD.png
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
You have not removed the previous team_round_timer from the map which is set to 60000 seconds. The existing one is being used in preference of yours

If you are as much of a newbie as you suggest I'd recommend staying away from editing Valve's maps until you're more comfortable with source level design.

If you haven't already, start watching this series.
http://tf2maps.net/threads/video-tutorials-how-to-make-tf2-maps.24429/
Thnx i watched some tutorials. What about the skybox?
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
You've set the resupply locker's Render Mode to Solid. In most cases (like, 99% of the time) this should be set to Normal. Also I recommend you set the collision mode to VPhysics. Basically your settings should look like this:

8CWptLb.png


Your round timer is set to a really high number because... it's set to a really high number.

iGcOsLS.png
Acctualy I didnt test the map after i changed the render and it worked like i made. The settings that you show where the ones that didnt work.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I'm busy, I don't have time to compile a valve map.
Write a post, take screenshots, provide information. Make it easy for me to help you because my patience is wearing incredibly thin.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
I'm busy, I don't have time to compile a valve map.
Write a post, take screenshots, provide information. Make it easy for me to help you because my patience is wearing incredibly thin.
Its black like the void. But i didnt edit anything.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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If you were compiling with radial culling like your other thread suggests that's possibly the cause.
Other potential causes are leaks, compile crashes or missing materials.

Again I'll suggest not working with a decompiled Valve map as your first project, they're hugely complex maps and the decompilation process isn't perfect so they're filled with issues.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
If you were compiling with radial culling like your other thread suggests that's possibly the cause.
Other potential causes are leaks, compile crashes or missing materials.

Again I'll suggest not working with a decompiled Valve map as your first project, they're hugely complex maps and the decompilation process isn't perfect so they're filled with issues.
My Deconpiling oprions where all on fast maybe thats the problem
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
My Deconpiling oprions where all on fast maybe thats the problem
Did you mean the compile options? BSPSource doesn't have a "fast" option (nor does it need to, since even the most complex maps can be decompiled in like ten seconds).
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Did you mean the compile options? BSPSource doesn't have a "fast" option (nor does it need to, since even the most complex maps can be decompiled in like ten seconds).
Well no more problems will ocurr. I've finished the map. Its now in the beta stage.