Chaos

L1: Registered
Mar 31, 2022
37
1
Ok, so I'm getting tired of blindly trying fix these myself. Maybe someone can help me out.

Currently I have a couple of problems.
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1. Every team spawn entity WON'T FREAKIN WORK.
No clear reason why they're broken, but even with the Keyvalues set up right. They just don't work correctly.

I even tried replacing the spawn entities at blu's first spawn outright, to try and see if that would work. It worked at first, then It broke again later when I tried fixing the fact players would only spawn there.
(EntSelectSpawnPoint(): No valid spawns for class #TF_Class_Name_Scout on team 3 found, even though at least one spawn entity exists.)
< from console. It also showed up for "team 2"
(I also used pl_upward as a reference to make a spawn room that changes team affiliations after the 3rd point is captured. )

2. The trigger_hurt around the payload cart kills players for some reason.

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I can also send a compile log. (P.S I've been using hammer++, just figured I mention in case its important.)

Now, I'm sure its completely full of problems, I'm not good at map making.
I just put the vmf file below.
 

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  • pl_volcanic.vmf
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spruce

L3: Member
Aug 14, 2022
102
28
Well, I opened hammer and checked your map out
Because I'm fairly new to Hammer I'll just tell you what I think is wrong

1. "Associated Control Point" on each player spawn is empty, I deleted all spawns but one for each team and set the Red spawn to become active once the first control point was captured (Associated Control Point: cap_1) and it let me spawn in each room respectively, I couldn't test whether or not this actually updated after capturing the first point because the cart gets stuck in spawn and I have zero experience in Payload tracks.

2. The trigger_hurt has a damage of 1000, unsure whether this is intentional or just left out accidentally.

Solutions: Set all of Red's Associated Control Point values to the control point of your choosing and make the trigger_hurt deal 0 damage, I think that's all
And another thing, I don't think you need more than 2 Control point masters especially when they have the same settings
 
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Chaos

L1: Registered
Mar 31, 2022
37
1
Well, I opened hammer and checked your map out
Because I'm fairly new to Hammer I'll just tell you what I think is wrong

1. "Associated Control Point" on each player spawn is empty, I deleted all spawns but one for each team and set the Red spawn to become active once the first control point was captured (Associated Control Point: cap_1) and it let me spawn in each room respectively, I couldn't test whether or not this actually updated after capturing the first point because the cart gets stuck in spawn and I have zero experience in Payload tracks.

2. The trigger_hurt has a damage of 1000, unsure whether this is intentional or just left out accidentally.

Solutions: Set all of Red's Associated Control Point values to the control point of your choosing and make the trigger_hurt deal 0 damage, I think that's all
And another thing, I don't think you need more than 2 Control point masters especially when they have the same settings
Ok so.
1. Associated control point wasn't used at all on pl_upward, and that map works just fine. So that can't be the reason.

2. The trigger_hurt was a part of the payload gametype library, it even says to add a trigger_hurt around the cart on valve Developer page for making a payload map.

3. The 2 control point master thing was most likely just an extra from copying, that I can fix.
 

spruce

L3: Member
Aug 14, 2022
102
28
1. I tried replicating what I said and it stopped working, No idea what causes it to spawn you in Red's base, I must've touched another setting without paying attention.

2. I read the Valve Dev wiki article and it's supposed to filter players and only kill props that get stuck inside the cart, you did write a name in the filter but that filter doesn't exist, accidental deletion?
 

Chaos

L1: Registered
Mar 31, 2022
37
1
I replaced the team spawn's outright, nothing changed. No flags, inputs or outputs.

Its still broken. No reason why. Its just broken. Players spawn at the same place.
 

spruce

L3: Member
Aug 14, 2022
102
28
After thinking for a bit I believe the problem might lie in one of the logic/gamerule entities as remaking the spawns did not work either of us, or on a stranger case, an incorrectly configured I/O, if it isn't that I can't think of any other reason.

If any lurker has an idea of what it could be, mentioning it would be nice.
 

Chaos

L1: Registered
Mar 31, 2022
37
1
I fixed it myself, and yes it did end up being a game logic issue.
 
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