Checkpoints
Quote from KFredje on May 26, 2012, 8:29 pmHihi,
I'm totally new to portal 2 mapping and started off in PTI and now I'm moving on to Hammer.
In my maps I make in PTI some ppl ask for a checkpoint thingy...example: if you turn on a laser or you pass a trigger field the game is sort of saved and when you die you respawn there.
I've done this with a trigger_savegame field and it works when it's not loaded from the workshop...else it saves the game and when I die portal 2 just crashes.
Is there a way to make checkpoints in the same level or is it just let ppl die en hopefully they get to the end?
Hihi,
I'm totally new to portal 2 mapping and started off in PTI and now I'm moving on to Hammer.
In my maps I make in PTI some ppl ask for a checkpoint thingy...example: if you turn on a laser or you pass a trigger field the game is sort of saved and when you die you respawn there.
I've done this with a trigger_savegame field and it works when it's not loaded from the workshop...else it saves the game and when I die portal 2 just crashes.
Is there a way to make checkpoints in the same level or is it just let ppl die en hopefully they get to the end?
Quote from UsCobra11 on May 26, 2012, 8:46 pmTry using a trigger_autosave instead of a trigger_savegame.
Try using a trigger_autosave instead of a trigger_savegame.
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from spongylover123 on May 26, 2012, 9:01 pmuse a logic_autosave instead
use a logic_autosave instead
Quote from KFredje on May 26, 2012, 9:32 pmSo I put a logic_autosave ingame and when I walk in a Trigger field I call this:
My output named: OnTrigger
Targets entities named: Save_1
Via this point: Savenow when I die, portal 2 keeps crashing...
So I put a logic_autosave ingame and when I walk in a Trigger field I call this:
My output named: OnTrigger
Targets entities named: Save_1
Via this point: Save
now when I die, portal 2 keeps crashing...
Quote from spongylover123 on May 26, 2012, 9:39 pmthen you should verify the game cache. and see what happens
then you should verify the game cache. and see what happens
Quote from KFredje on May 26, 2012, 9:45 pmHow can I view that?
EDIT: When I play if it loads from Hammer all is working fine, it's just when I publish it on the workshop
EDIT2: I tried something, a map without an elevator or arrival_departure_transition_ents....seems to work now
EDIT3: Error code:
- Code: Select all
Redownloading all lightmaps
R_RedownloadAllLightmaps took 24.421 msec!
Setting cl_fov to 90.000000 and cl_viewmodelfov to 50.000000
SAVEGAME: 1355.6kb, 648.2kb used by 1178 entities (workshop542928347383127412hammer_-_into_the_opera_1_-_entranc)
Freeing 1388118 bytes of save data
SAVEGAME: 40.0kb, 22.4kb used by 253 entities (workshop542928347383127412hammer_-_into_the_opera_1_-_entranc)
Freeing 40931 bytes of save data
SAVEGAME: 1.1kb, 0.0kb used by 0 entities (workshop542928347383127412hammer_-_into_the_opera_1_-_entranc)
Freeing 1109 bytes of save data
*** ERROR: Bone access not allowed (entity 398:class C_DynamicProp)
*** ERROR: Bone access not allowed (entity 398:class C_DynamicProp)
Stopping All Sounds...
Stopping: Channel:64 playerplayer_fall_whoosh_lp_01.wav
Stopping: Channel: 0 vfxtbeam_pos_lp_01.wav
Stopping: Channel: 2 )vfxfizzler_lp_01.wav
Stopping: Channel: 1 )propstbeam_emitter_spin_lp_01.wav
Stopping: Channel:65 *musicsp_a2_laser_vs_turret_r1.wav
Stopping: Channel: 4 npcturret_floorturret_search_1.wav
Avatar image for user 110000103342E42 cached [refcount=4]
OnEngineClientSignonStateChange
session was expecting server reload...
Stopping All Sounds...
Attempting to pack entities on server with invalid local client state. Probably a result of VXConsole or con commands. Aborting SV_ComputeClientPacks.
Dropped KFredje from server (Server shutting down)
Execing config: game.cfg
Loading game from SAVE76561198014017090community_autosave.sav...
SAVEGAME: 1.1kb, 0.0kb used by 0 entities ()
Freeing 1109 bytes of save data
CModelLoader::Map_IsValid: No such map 'maps/workshop542928347383127412hammer_-_into_the_opera_1_-_entranc.bsp'
Map 'workshop542928347383127412hammer_-_into_the_opera_1_-_entranc' missing or invalid
Save file SAVE76561198014017090community_autosave.sav is not valid
Stopping All Sounds...
SignalXWriteOpportunity(4)
Destroying CMatchSessionOfflineCustom:
settings {
system {
network offline
access public
netflag noleave
}
game {
mode sp
mp_coop_start int( 1 = 0x1 )
dlcrequired u64( 0 = 0x0 )
type default
state game
map hammer_-_into_the_opera_1_-_entrance
}
options {
action create
server listen
}
members {
numMachines int( 1 = 0x1 )
numPlayers int( 1 = 0x1 )
numSlots int( 1 = 0x1 )
machine0 {
id u64( 76561198014017090 = 0x110000103342E42 )
flags u64( 0 = 0x0 )
numPlayers int( 1 = 0x1 )
dlcmask u64( 2 = 0x2 )
tuver 20110805
ping int( 0 = 0x0 )
player0 {
xuid u64( 76561198014017090 = 0x110000103342E42 )
name KFredje
game {
mp_coop_start int( 1 = 0x1 )
}
}
}
}
server {
server listen
}
}
Steamworks Stats: Ending SERVER session id: -1772865343
Steamworks Stats: Ending CLIENT session id: -1772865584
How can I view that?
EDIT: When I play if it loads from Hammer all is working fine, it's just when I publish it on the workshop
EDIT2: I tried something, a map without an elevator or arrival_departure_transition_ents....seems to work now
EDIT3: Error code:
- Code: Select all
Redownloading all lightmaps
R_RedownloadAllLightmaps took 24.421 msec!
Setting cl_fov to 90.000000 and cl_viewmodelfov to 50.000000
SAVEGAME: 1355.6kb, 648.2kb used by 1178 entities (workshop542928347383127412hammer_-_into_the_opera_1_-_entranc)
Freeing 1388118 bytes of save data
SAVEGAME: 40.0kb, 22.4kb used by 253 entities (workshop542928347383127412hammer_-_into_the_opera_1_-_entranc)
Freeing 40931 bytes of save data
SAVEGAME: 1.1kb, 0.0kb used by 0 entities (workshop542928347383127412hammer_-_into_the_opera_1_-_entranc)
Freeing 1109 bytes of save data
*** ERROR: Bone access not allowed (entity 398:class C_DynamicProp)
*** ERROR: Bone access not allowed (entity 398:class C_DynamicProp)
Stopping All Sounds...
Stopping: Channel:64 playerplayer_fall_whoosh_lp_01.wav
Stopping: Channel: 0 vfxtbeam_pos_lp_01.wav
Stopping: Channel: 2 )vfxfizzler_lp_01.wav
Stopping: Channel: 1 )propstbeam_emitter_spin_lp_01.wav
Stopping: Channel:65 *musicsp_a2_laser_vs_turret_r1.wav
Stopping: Channel: 4 npcturret_floorturret_search_1.wav
Avatar image for user 110000103342E42 cached [refcount=4]
OnEngineClientSignonStateChange
session was expecting server reload...
Stopping All Sounds...
Attempting to pack entities on server with invalid local client state. Probably a result of VXConsole or con commands. Aborting SV_ComputeClientPacks.
Dropped KFredje from server (Server shutting down)
Execing config: game.cfg
Loading game from SAVE76561198014017090community_autosave.sav...
SAVEGAME: 1.1kb, 0.0kb used by 0 entities ()
Freeing 1109 bytes of save data
CModelLoader::Map_IsValid: No such map 'maps/workshop542928347383127412hammer_-_into_the_opera_1_-_entranc.bsp'
Map 'workshop542928347383127412hammer_-_into_the_opera_1_-_entranc' missing or invalid
Save file SAVE76561198014017090community_autosave.sav is not valid
Stopping All Sounds...
SignalXWriteOpportunity(4)
Destroying CMatchSessionOfflineCustom:
settings {
system {
network offline
access public
netflag noleave
}
game {
mode sp
mp_coop_start int( 1 = 0x1 )
dlcrequired u64( 0 = 0x0 )
type default
state game
map hammer_-_into_the_opera_1_-_entrance
}
options {
action create
server listen
}
members {
numMachines int( 1 = 0x1 )
numPlayers int( 1 = 0x1 )
numSlots int( 1 = 0x1 )
machine0 {
id u64( 76561198014017090 = 0x110000103342E42 )
flags u64( 0 = 0x0 )
numPlayers int( 1 = 0x1 )
dlcmask u64( 2 = 0x2 )
tuver 20110805
ping int( 0 = 0x0 )
player0 {
xuid u64( 76561198014017090 = 0x110000103342E42 )
name KFredje
game {
mp_coop_start int( 1 = 0x1 )
}
}
}
}
server {
server listen
}
}
Steamworks Stats: Ending SERVER session id: -1772865343
Steamworks Stats: Ending CLIENT session id: -1772865584
Quote from spongylover123 on May 26, 2012, 11:09 pmand it wouldn't be simpler, just to verify the game cache?
google it.
and it wouldn't be simpler, just to verify the game cache?
google it.
Quote from UsCobra11 on May 26, 2012, 11:13 pmGo to your library, right click portal 2, and click properties. There you will find a button to verify your game cache.
Go to your library, right click portal 2, and click properties. There you will find a button to verify your game cache.
[Released] Power Interference
[Released] Rust and Dust (Spotlight Map!)
[Released] Multiportal
Quote from KFredje on May 26, 2012, 11:19 pmOh that, already did that, the error was after I verified it...
EDIT: Possible solution....TO LONG FILENAME...
EDIT2: Too sad to be true, but it is, file name was 1 character too long...it's fixed
Tnx for the help anyways
Oh that, already did that, the error was after I verified it...
EDIT: Possible solution....TO LONG FILENAME...
EDIT2: Too sad to be true, but it is, file name was 1 character too long...it's fixed
Tnx for the help anyways