Wierd spawn issue

Discussion in 'Mapping Questions & Discussion' started by ManBeaR, Apr 24, 2014.

  1. ManBeaR

    ManBeaR L2: Junior Member

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    So, I am currently working on my first map, and I have got the spawn rooms to working with one exeption. When I spawn I spawnsignificantly lower than the spawn room. I find no possible explanation to this, could someone please help me?
     
  2. Beetle

    Beetle L9: Fashionable Member

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    Make sure the spawn entities are not touching the floor. Move them up off the floor and you should spawn correctly.
     
  3. ManBeaR

    ManBeaR L2: Junior Member

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    That worked wonders, thanks!
     
  4. Bread

    Bread L1: Registered

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    Moving them even one Hammer Unit above the floor will do the trick.
     
  5. Lampenpam

    aa Lampenpam

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    Beetle already said that, and 1 unit might be not enough.
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    You want to keep spawns at least 8 units away from anything.
     
  7. ManBeaR

    ManBeaR L2: Junior Member

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    On another note, my team spesific doors seam to not close after you leave them, why is that?
     
  8. sevin

    aa sevin

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    You have to add the output to close them upon leaving the trigger_multiple volume. So you'd add an "OnEndTouchAll" output with a target input of "close" to close it.
     
    Last edited: Apr 28, 2014
  9. ManBeaR

    ManBeaR L2: Junior Member

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    I've done that, but still the door doesn't close.
     
  10. sevin

    aa sevin

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    So does the door open along with the door prop but then the door won't close and the prop won't either when you leave the volume?
     
  11. ManBeaR

    ManBeaR L2: Junior Member

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    Exactely
     
  12. Beetle

    Beetle L9: Fashionable Member

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    can you take a quick screenshot of the outputs and the entity properties of the door? Then, we'll definitely know what's wrong.

    also,is it possible you used the same prefab multiple times and forgot to change the name on subsequent doors?
     
  13. ManBeaR

    ManBeaR L2: Junior Member

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  14. sevin

    aa sevin

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    That looks fine, how about your func_door?
     
  15. Beetle

    Beetle L9: Fashionable Member

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    OK, I was a bit too sure that it would be enough. Sorry. Now I feel invested. So if you were to post your vmf, I'd make sure the problem was solved.
     
  16. ManBeaR

    ManBeaR L2: Junior Member

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  17. Beetle

    Beetle L9: Fashionable Member

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    I can't even load your vmf into hammer. It gets stuck loading at 5%.

    Just curious, are all of your brushes aligned to the grid? I'm not familiar with reading a vmf in notepad, so I'm not sure what the decimals mean here:

    Code:
    side
    		{
    			"id" "6267"
    			"plane" "(-1513.96 3430.51 -612.668) (-1434.77 3509.71 -612.674) (-1432.4 3509.71 31.9962)"
    			"material" "DEV/DEV_MEASUREGENERIC01B"
    			"uaxis" "[-1 0 0 -120.289] 0.25"
    			"vaxis" "[0 0 -1 0] 0.25"
    			"rotation" "0"
    			"lightmapscale" "16"
    			"smoothing_groups" "0"
    		}
    Either way, Hammer won't let me open it :/
     
    Last edited: Apr 29, 2014
  18. xzzy

    aa xzzy

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    Floats in a vmf are not unusual, especially if you've been deforming or rotating brushes. It's not a great thing to have in the vmf but it's not a kiss of death either.

    "The grid" is just a UI construct in Hammer to make it easier to prevent leaks, the engine itself probably doesn't know or care about any grids. As long as the map seals its happy.
     
  19. ManBeaR

    ManBeaR L2: Junior Member

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    I belive some of them are not aligned to the grid as a rsult of rotating and stuff, it could be fixed thougth.
     
  20. Beetle

    Beetle L9: Fashionable Member

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    I'm not one to say if that would even help. Maybe someone else can open it, but I can't.