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map closing down portal2.exe

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Another Bad Pun wrote:
Okay. I've had this problem before. Your compile log looks alot shorter than it should be, (even though it takes up about 12 of this thread space,) which means you have an entitie in there that the compiler doesn't like. This usually happens to me when I have a model set up as the wrong type, (like if I accidently put a model that's made for prop_static in a prop_physics,) or an trigger_wind set up wrong.

PS

It would really help if you edited your post and put both of the compile logs in two seperate code tags like this:

Code: Select all
THIS IS COMPILE LOG

(But not literaly like what I did.)

EDIT: Lol ninja'd

Code: Select all
Ok thanks i have uploaded my VMF files again i think hopefully they work this time any chance you could what is wrong if not i will tell you what i have got

MAP 1

I am trying to see if i can attach video_arm to paneltop.mdl

MY Video_arm.mdl

prop_dynamic

Name: video_arm
Parent Name: panel_top
World Model: video_arm.mdl

MY Panel_top.mdl

prop_dynamic

Name: panel_top
Parent Name: video_arm
World Model: models/anim_wp/arm_interior_192/arm_interior_128_paneltop.mdl

MY Brush

Name: panel_top_brush
Parent: panel_top

LOGIC_AUTO

Outputs:
OnMapSpawn >>> panel_top >>> SetParentAttachmentMaintainOffset >>> monitor_attach
OnMapSpawn >>> panel_top_brush >>> SetParentAttachmentMaintainOffset >>> panel_attach

LOGIC_RELAY

Name: panel_top_relay

OnTrigger >>> video_arm >>> SetAnimation >>> deploy_angled01

PROP_BUTTON

OnPressed >>> panel_top_relay >>> Trigger

Another Bad Pun wrote:
Okay I opened jibberish4 and your entities keep reffering to an entity called simple panel which I can't find in the actual map. :shock:

If you go to Funnel and zoom right in you will see a little panel called simple_panel it so that the door will rotate and when it does it will show funnel

Sorry about this ... any one located problem yet ?

I've had a quick look, and it seems the crash is being caused by your simple_panel entity, or to be more precise, the fact that the func_brush is parented to it. If you remove the parent line from the func_brush, it doesn't crash.

I don't have time at the moment to look more indepth as to why this is, but hopefully it gives you somewhere to begin testing from.

EDIT:

It would probably be easier if you just made your func_brush into a func_door_rotating, then parent the tractor beam to it.

NocturnalGhost wrote:
I've had a quick look, and it seems the crash is being caused by your simple_panel entity, or to be more precise, the fact that the func_brush is parented to it. If you remove the parent line from the func_brush, it doesn't crash.

I don't have time at the moment to look more indepth as to why this is, but hopefully it gives you somewhere to begin testing from.

EDIT:

It would probably be easier if you just made your func_brush into a func_door_rotating, then parent the tractor beam to it.

Thanks i will give that a go and get back to you

You will also want to disable the tractor beam during rotation, then re-enable it afterwards, since the beam direction won't update until you do this.

NocturnalGhost wrote:
You will also want to disable the tractor beam during rotation, then re-enable it afterwards, since the beam direction won't update until you do this.

Thanks it worked got tractor_beam on a delay of 3 seconds, just wondering you know what the matter with my panel and video_arm map once i know that i can then implement them into my proper map

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