[Corrupt VMF [SOLVED]] + New Problem
Quote from spongylover123 on November 26, 2011, 4:43 pmI have been building a small map and i came across a problem, hammer crashed, luckily, i saved my vmf before so I didn't have to worry, but when i tried to load the map, i loaded up to 5% and closed, no warning or anything, i tried loading other maps, and it works fine, so it's not hammer, I think my vmf is corrupt, can someone look at it to see the problem?
Check post 5 for the new problem.
I have been building a small map and i came across a problem, hammer crashed, luckily, i saved my vmf before so I didn't have to worry, but when i tried to load the map, i loaded up to 5% and closed, no warning or anything, i tried loading other maps, and it works fine, so it's not hammer, I think my vmf is corrupt, can someone look at it to see the problem?
Check post 5 for the new problem.
Quote from Robdon on November 26, 2011, 5:57 pmHi,
You've got a bad Logic_Auto towards the end of the VMF file.
Its the one you've got thats doing Commands Binds for turret control, and you've put the command in with double quotes around it, which confuses Hammer, since hammer uses double quotes its self to separate parameters.
If you edit the vmf in notepad (make sure you've closed hammer first), and remove the logic_auto by removing the following lines:
- Code: Select all
entity
{
"id" "21520"
"classname" "logic_auto"
"spawnflags" "1"
connections
{
"OnMapSpawn" "turret_control_onCommandbind t "ent_fire turret_control deactivate"0-1"
"OnMapSpawn" "turret_control_onCommandbind r "ent_fire turret_control activate"0-1"
}
"origin" "-363.353 -10.8573 372"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[2000 5000]"
}
}Not sure how you pass commands like that to the console, since you cant use the double quotes....
HTHs,
Rob.
Hi,
You've got a bad Logic_Auto towards the end of the VMF file.
Its the one you've got thats doing Commands Binds for turret control, and you've put the command in with double quotes around it, which confuses Hammer, since hammer uses double quotes its self to separate parameters.
If you edit the vmf in notepad (make sure you've closed hammer first), and remove the logic_auto by removing the following lines:
- Code: Select all
entity
{
"id" "21520"
"classname" "logic_auto"
"spawnflags" "1"
connections
{
"OnMapSpawn" "turret_control_onCommandbind t "ent_fire turret_control deactivate"0-1"
"OnMapSpawn" "turret_control_onCommandbind r "ent_fire turret_control activate"0-1"
}
"origin" "-363.353 -10.8573 372"
editor
{
"color" "220 30 220"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[2000 5000]"
}
}
Not sure how you pass commands like that to the console, since you cant use the double quotes....
HTHs,
Rob.
Quote from spongylover123 on November 26, 2011, 6:04 pmJust tried it and it works, thanks for the help
Just tried it and it works, thanks for the help
Quote from Robdon on November 26, 2011, 6:10 pmOnly solution to being able to put in commands like that is to put in the double quotes, compile the map, and then remove the double quotes before you save and reload the map... not great, but I cant see any other way
Rob.
Only solution to being able to put in commands like that is to put in the double quotes, compile the map, and then remove the double quotes before you save and reload the map... not great, but I cant see any other way
Rob.
Quote from spongylover123 on November 26, 2011, 9:28 pmRobdon wrote:Only solution to being able to put in commands like that is to put in the double quotes, compile the map, and then remove the double quotes before you save and reload the map... not great, but I cant see any other way![]()
Rob.
I tried, unfortunately, point_client or server command doesnt accept bind commands, is there any way to make binds in hammer?
P.S does anyone know haworth to make glass break, piece by piece, I tried valve's, it shatters. So I tried making a func_breakable_surf, but then, the glass has bad edges when shot at, and I could shoot a portal through it. And when shot at, I see error models flying.
So the question is, is there anyway to make a func_breakable surf without rectangular holes, make 5 bullets to be shot to penetrate the glass, only allow to shoot portals through the holes, and no errors flying around?
P.P.S, is there a way to make a turret tip over when shot at?
And make a turret not shoot when tipped over, not allow it to get covered with paint and reactivates when set upright?P.P.P.S
is there a way to make icons appear on the test chamber sign? like make custom signage appear on the test chamber sign.
(not custom test chamber sign textures)

Rob.
I tried, unfortunately, point_client or server command doesnt accept bind commands, is there any way to make binds in hammer?
P.S does anyone know haworth to make glass break, piece by piece, I tried valve's, it shatters. So I tried making a func_breakable_surf, but then, the glass has bad edges when shot at, and I could shoot a portal through it. And when shot at, I see error models flying.
So the question is, is there anyway to make a func_breakable surf without rectangular holes, make 5 bullets to be shot to penetrate the glass, only allow to shoot portals through the holes, and no errors flying around?
P.P.S, is there a way to make a turret tip over when shot at?
And make a turret not shoot when tipped over, not allow it to get covered with paint and reactivates when set upright?
P.P.P.S
is there a way to make icons appear on the test chamber sign? like make custom signage appear on the test chamber sign.
(not custom test chamber sign textures)
Quote from BobbyJEL101 on November 27, 2011, 5:20 pmspongylover123 wrote:P.P.P.S
is there a way to make icons appear on the test chamber sign? like make custom signage appear on the test chamber sign.
(not custom test chamber sign textures)
is there a way to make icons appear on the test chamber sign? like make custom signage appear on the test chamber sign.
(not custom test chamber sign textures)

Quote from spongylover123 on November 27, 2011, 5:24 pmBobbyJEL101 wrote:spongylover123 wrote:P.P.P.S
is there a way to make icons appear on the test chamber sign? like make custom signage appear on the test chamber sign.
(not custom test chamber sign textures)No, i ment custom icons, like I want to make my custom pneumatic diversity vent icon appear on the sign.
is there a way to make icons appear on the test chamber sign? like make custom signage appear on the test chamber sign.
(not custom test chamber sign textures)
No, i ment custom icons, like I want to make my custom pneumatic diversity vent icon appear on the sign.
Quote from Spam Nugget on November 28, 2011, 5:21 amEdit the image youre using for the sign in some photo editing program?
also, check out the scripts sp_lightboard_icons and lightboard_startup_sequences. they seem to control this, reading the comments, but i havent actually fiddled with it so i dont know for sure.
Edit the image youre using for the sign in some photo editing program?
also, check out the scripts sp_lightboard_icons and lightboard_startup_sequences. they seem to control this, reading the comments, but i havent actually fiddled with it so i dont know for sure.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from spongylover123 on November 28, 2011, 9:00 pmsp_lightboard_icons is for setting what icons appear on the sign.
lightboard_startup_sequences are about how the signs flicker.
Any help?
sp_lightboard_icons is for setting what icons appear on the sign.
lightboard_startup_sequences are about how the signs flicker.
Any help?