why is filter_activator_tfteam making my map crash?

maxtraxv2

L3: Member
Jan 23, 2009
103
3
ingame right if ya run neer it and hit attack button its frezzes the client and crashers the server??also its not working on my spawn doors...both of them...
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
I'm afraid you'll have to be more specific. Run near what? What are the settings and I/O values of your spawn doors? Details people!
 

maxtraxv2

L3: Member
Jan 23, 2009
103
3
ok, when ya run neer filter_activator_tfteam in game it frezee the game and crashes

filter_activator_tfteam
team : red
name : red_filter
filter mode : allow

prop_dynamic
model : models/props_gameplay/door_slide_large_door.mdl
name : door1
parent : door_spawnroom_red_01

func_door
name : door_spawnroom_red_01
speed : 500
Delay Before Reset : -1
Lip : 3
Move direction : -90 0 0 (i.e. up)
Touch Opens flag : unchecked

trigger_multiple
name : trigger red
red_filter

trigger_multiple outputs
OnEndTouchAll door_spawnroom_red_01 Close 0.00 No
OnStartTouchAll door_spawnroom_red_01 Open 0.00 No

all from here http://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom

heres the map file: pl_arena.vmf(rar file)
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Uhh... filter entities don't have world-interaction at the location they exist, so I don't see how it's possible that being nearby it could be causing a crash.
 

maxtraxv2

L3: Member
Jan 23, 2009
103
3
well it is every time i move then to a new place and run to it it does...
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I think it's because you have the parent of the trigger multiples set to the filter, instead of setting the filtername to the filter...


when I compiled your map and played as blu, it would crash when I ran into the trigger multiple in front of the red door. I even moved the filters and double checked.
 

maxtraxv2

L3: Member
Jan 23, 2009
103
3
ah k thanks, they should change the tut on it then

trigger_multiple is it spose to have client checked on flags?

im still getting crash but filters work on doors now

any one got any clue on it?
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
The trigger multiples from my map have client checked. Did you remove the filter from the "parent" field?

Here's what one of my trigger multiples looks like.
 

maxtraxv2

L3: Member
Jan 23, 2009
103
3
yes, but its like ya sed spawn as blue run over to red and freeze
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
well...your red trigger is opening and closing the blu func door

and you has a leak. One of the blu balls in a weird teleporter thing is in the void. Load the pointfile, then select all, and you'll be able to grab the ball and drag it back in.

Alt+p has a bunch of teleporter related errors too....but fixing all that stuff didn't seem to help....your problem is therefore probably beyond my experience level...sorry