The Whole Map Leaks?

Discussion in 'Mapping Questions & Discussion' started by Stormcaller3801, Nov 11, 2009.

  1. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    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?
     
  2. Zwiffle

    Zwiffle L6: Sharp Member

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    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.
     
  3. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    The trigger multiple encompasses the entirety of the map, inside and out. It isn't hollow.
     
  4. Nutomic

    Nutomic L11: Posh Member

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    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.
     
  5. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    So theoretically, if I get the center of the trigger inside of a sealed area, it will no longer count as leaking?
     
  6. Randdalf

    aa Randdalf

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    The little blue dot that is the trigger's origin should be inside the gameplay area. Which should not be inside a huge box.
     
  7. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Not a huge box. I just went to the origin point and made a 64x64x64 hollow box around it.

    Leak's gone.
     
  8. Zwiffle

    Zwiffle L6: Sharp Member

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    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.
     
  9. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    That depends. A trigger multple can count the number of deaths on the map, for example.
     
  10. Terr

    aa Terr Cranky Coder

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    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.
     
  11. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    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.
     
  12. FaTony

    FaTony Banned

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    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.
     
    Last edited: Nov 12, 2009