Weird timer and invincible locker

Discussion in 'Mapping Questions & Discussion' started by KaidemonLP, Nov 22, 2015.

  1. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    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.
     
  2. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    :cap::eek:
     
  3. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    Whait i get messages if i write something on my post. Bugy
     
  4. YM

    aa YM LVL100 YM

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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.
     
  5. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    The prop is dynamic
     
  6. KaidemonLP

    KaidemonLP L4: Comfortable Member

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  7. Muddy

    Server Staff Muddy Muddy

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    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:

    [​IMG]

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

    [​IMG]
     
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  8. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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.

    [​IMG]
     
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  9. YM

    aa YM LVL100 YM

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    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/
     
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  10. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    Thnx i watched some tutorials. What about the skybox?
     
  11. YM

    aa YM LVL100 YM

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  12. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    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.
     
  13. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    Test the map and you will see
     
  14. YM

    aa YM LVL100 YM

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    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.
     
  15. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    Its black like the void. But i didnt edit anything.
     
  16. YM

    aa YM LVL100 YM

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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.
     
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  17. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    My Deconpiling oprions where all on fast maybe thats the problem
     
  18. Muddy

    Server Staff Muddy Muddy

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    I ran a quick compile and it spat out some FindPortalSide errors. (No leaks though, curiously.)
     
  19. Pocket

    aa Pocket func_croc

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    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).
     
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  20. KaidemonLP

    KaidemonLP L4: Comfortable Member

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    Well no more problems will ocurr. I've finished the map. Its now in the beta stage.