proplem with water and trigger_hurt volumes

Discussion in 'Mapping Questions & Discussion' started by ___man, Oct 25, 2015.

  1. ___man

    ___man L1: Registered

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    I've been trying to create a body of water that deals damage over time to players but whenever i compile the map with the trigger_hurt volume inside the water body, the water is invisible though still able to be interacted with. What's my issue?
     
  2. Vel0city

    aa Vel0city func_fish

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    Your issue is a leak in your map, but that's totally independent from the trigger_hurt volume within the water. Compile the map, then open the compile log (the file is saved in the same location as your vmf and bsp file), then go towards the top of the file. Look for anything that says leak. It's usually spelled out in capital letters because it's a compiler breaker. If you load your pointfile (the file that the compiler makes when it encounters a leak) you'll see a red line that points to the entity that leaks and where it's leaking to. Seal the skybox in that location and you should be golden. That is, if nothing else is leaking. If that's the case repeat the process until a search window pops up when loading a pointfile. If that's the case you have no more leaks.
     
  3. ___man

    ___man L1: Registered

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    the water appears as normal without the trigger_hurt volume though. could the trigger be causing a leak somehow?
     
  4. Vel0city

    aa Vel0city func_fish

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    What type of water are you using? Are you using the correct material? Trigger volumes shouldn't be causing water to go invisible.
     
  5. Crash

    aa Crash func_nerd

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    Is your trigger big enough that it could be going outside of your map anywhere?
     
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  6. Vel0city

    aa Vel0city func_fish

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    ˆˆˆˆˆˆˆˆthisˆˆˆˆˆˆˆˆ Remember that a trigger brush is also an entity, so if it goes out of bounds it's leaking. Maybe that's what's happening?
     
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  7. zahndah

    aa zahndah professional letter

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    Or you may have the origin outside the map, at which point you could just select the trigger and drag its origin back in the map.
     
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  8. ___man

    ___man L1: Registered

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    this is possible, ill check

    the compile log i tested on http://www.interlopers.net/errors and it didnt list any leak errors.

    I was using water_well since it was the stock tf asset that looked the most like ocean water
     
  9. tyler

    aa tyler snail prince, master of a ruined tower

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    Is your trigger_hurt actually a brush entity or did you accidentally make it a world brush?

    I think Crash was probably getting at the origin of the trigger_hurt though, make sure that it's inside your map.
     
  10. ___man

    ___man L1: Registered

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    I made sure it was a trigger_hurt entity. I've tried both making the volume smaller than the water brush to fit inside, and making it the same dimensions albeit taller to go over, or matching the dimensions to be identical

    I did find that at some point my water was the issue alone but it wasnt a leak due to no leak references in the compile log. I redid the brush and it works fine, and i've at this point ditched the idea of the water being toxic for other design choices
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    That's weird, maybe the water got attached to something it shouldn't have been attached to. Good idea though re: removing the effect from the water.