why is filter_activator_tfteam making my map crash?

Discussion in 'Mapping Questions & Discussion' started by maxtraxv2, Jan 27, 2009.

  1. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    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...
     
  2. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    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!
     
  3. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    3
    ok, when ya run neer filter_activator_tfteam in game it frezee the game and crashes

    filter_activator_tfteam
    prop_dynamic
    func_door
    trigger_multiple
    trigger_multiple outputs
    all from here http://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom

    heres the map file: pl_arena.vmf(rar file)
     
    Last edited: Jan 28, 2009
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,531
    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.
     
  5. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    3
    well it is every time i move then to a new place and run to it it does...
     
  6. GrimGriz

    GrimGriz L10: Glamorous Member

    Messages:
    774
    Positive Ratings:
    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.
     
    • Thanks Thanks x 2
  7. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    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: Jan 28, 2009
  8. GrimGriz

    GrimGriz L10: Glamorous Member

    Messages:
    774
    Positive Ratings:
    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.
     
    • Thanks Thanks x 1
  9. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    3
    yes, but its like ya sed spawn as blue run over to red and freeze
     
  10. GrimGriz

    GrimGriz L10: Glamorous Member

    Messages:
    774
    Positive Ratings:
    133
    Upload a new version of the vmf and I'll look again
     
  11. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    3
  12. GrimGriz

    GrimGriz L10: Glamorous Member

    Messages:
    774
    Positive Ratings:
    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
     
    • Thanks Thanks x 1
  13. maxtraxv2

    maxtraxv2 L3: Member

    Messages:
    103
    Positive Ratings:
    3
    Last edited: Jan 31, 2009