map closing down portal2.exe
Quote from Fresh on June 5, 2011, 1:59 pmAnother 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 gotMAP 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.mdlMY Panel_top.mdl
prop_dynamic
Name: panel_top
Parent Name: video_arm
World Model: models/anim_wp/arm_interior_192/arm_interior_128_paneltop.mdlMY Brush
Name: panel_top_brush
Parent: panel_topLOGIC_AUTO
Outputs:
OnMapSpawn >>> panel_top >>> SetParentAttachmentMaintainOffset >>> monitor_attach
OnMapSpawn >>> panel_top_brush >>> SetParentAttachmentMaintainOffset >>> panel_attachLOGIC_RELAY
Name: panel_top_relay
OnTrigger >>> video_arm >>> SetAnimation >>> deploy_angled01
PROP_BUTTON
OnPressed >>> panel_top_relay >>> Trigger
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 gotMAP 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.mdlMY Panel_top.mdl
prop_dynamic
Name: panel_top
Parent Name: video_arm
World Model: models/anim_wp/arm_interior_192/arm_interior_128_paneltop.mdlMY Brush
Name: panel_top_brush
Parent: panel_topLOGIC_AUTO
Outputs:
OnMapSpawn >>> panel_top >>> SetParentAttachmentMaintainOffset >>> monitor_attach
OnMapSpawn >>> panel_top_brush >>> SetParentAttachmentMaintainOffset >>> panel_attachLOGIC_RELAY
Name: panel_top_relay
OnTrigger >>> video_arm >>> SetAnimation >>> deploy_angled01
PROP_BUTTON
OnPressed >>> panel_top_relay >>> Trigger
Quote from Fresh on June 5, 2011, 2:00 pmAnother 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.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
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
Quote from NocturnalGhost on June 5, 2011, 3:33 pmI'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.
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.
Quote from Fresh on June 5, 2011, 3:44 pmNocturnalGhost 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
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
Quote from NocturnalGhost on June 5, 2011, 3:54 pmYou 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.
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.
Quote from Fresh on June 5, 2011, 4:04 pmNocturnalGhost 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
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
