Problem when saving and reload [SOLVED]
Quote from canari on February 21, 2012, 11:25 amHello everyone,
I have a problem with my map : i have made a pipe (pneumatic diversity vent) and put particles so that the player sees dust sucked by the pipe from the ground.
The problem is : when i save the game and then reload it, ther is no more dust...
I've read one day on a topic something like this but not with particles but with the music, but i can't remember the solution, and i don't know if it's the same...Can you help me pleeeease ?
Here is the video (hum i know i should put more light...) :
un2H51L_Tqs
(link : http://www.youtube.com/watch?v=un2H51L_Tqs)
Hello everyone,
I have a problem with my map : i have made a pipe (pneumatic diversity vent) and put particles so that the player sees dust sucked by the pipe from the ground.
The problem is : when i save the game and then reload it, ther is no more dust...
I've read one day on a topic something like this but not with particles but with the music, but i can't remember the solution, and i don't know if it's the same...
Can you help me pleeeease ?
Here is the video (hum i know i should put more light...) :
un2H51L_Tqs
(link : http://www.youtube.com/watch?v=un2H51L_Tqs)
Quote from josepezdj on February 21, 2012, 11:40 amTry adding a logic_auto that "OnMapSpawn" refire the dust particles again.
Do not forget to untick the flag "fire once only"
I hope that helps!
EDIT: the flag I was referring was not that! It's "remove on fire": untick it.
Try adding a logic_auto that "OnMapSpawn" refire the dust particles again.
Do not forget to untick the flag "fire once only"
I hope that helps!
EDIT: the flag I was referring was not that! It's "remove on fire": untick it.
Quote from canari on February 22, 2012, 1:40 pmjosepezdj wrote:Try adding a logic_auto that "OnMapSpawn" refire the dust particles again.Do not forget to untick the flag "fire once only"
I hope that helps!
EDIT: the flag I was referring was not that! It's "remove on fire": untick it.
Hello,
When you say "a logic_auto that refires the dust particles", what is the corresponding action ?
The available choices are : AddOutput / ClearParent / Destroy immediately / DisableDrawInFastReflection / EnableDrawInFastReflection / FireUser1 / FireUser2 / FireUser3 / FireUser4 / Kill / KillHierarchy / RunScriptCode / RunScriptFile / SetParent / SetParentAttachment / SetParentAttachmentMaintainOffset / Start / Stop / StopPlayEndCapWhat i've tried for my logic_auto is :
OnMapSpawn > TheNameOfMyDustParticle > Start
I've unchecked "fire once only" and unchecked the flag "remove on fire"
I've also tried with "OnGameLoad" instead of "OnMapSpawn" (other choices were OnBackgroundMap / OnMapTransition / OnMultiNewMap / OnMultiNewRound / OnNewGame)...but none of what i tried worked.
What am i doing wrong ?
Do not forget to untick the flag "fire once only"
I hope that helps!
EDIT: the flag I was referring was not that! It's "remove on fire": untick it.
Hello,
When you say "a logic_auto that refires the dust particles", what is the corresponding action ?
The available choices are : AddOutput / ClearParent / Destroy immediately / DisableDrawInFastReflection / EnableDrawInFastReflection / FireUser1 / FireUser2 / FireUser3 / FireUser4 / Kill / KillHierarchy / RunScriptCode / RunScriptFile / SetParent / SetParentAttachment / SetParentAttachmentMaintainOffset / Start / Stop / StopPlayEndCap
What i've tried for my logic_auto is :
OnMapSpawn > TheNameOfMyDustParticle > Start
I've unchecked "fire once only" and unchecked the flag "remove on fire"
I've also tried with "OnGameLoad" instead of "OnMapSpawn" (other choices were OnBackgroundMap / OnMapTransition / OnMultiNewMap / OnMultiNewRound / OnNewGame)
...but none of what i tried worked.
What am i doing wrong ?
Quote from josepezdj on February 23, 2012, 5:03 amHey there!
First: how did you start the dust particles in the first place? I guess you used "Start" input, right? Well, that's the one you should use again.
So, you did set up the logic_auto correctly. In the case you die for example and the map is restarted I think you should have no problem with the reapearance of the dust particles...
I think your current problem is that you are reloading the map, and for that you should also add the following to your logic_auto:
OnLoadGame (Fired when the map is loaded from a saved game) > [dust_particles_name_here] > Start
Try and let me know!
Hey there!
First: how did you start the dust particles in the first place? I guess you used "Start" input, right? Well, that's the one you should use again.
So, you did set up the logic_auto correctly. In the case you die for example and the map is restarted I think you should have no problem with the reapearance of the dust particles...
I think your current problem is that you are reloading the map, and for that you should also add the following to your logic_auto:
OnLoadGame (Fired when the map is loaded from a saved game) > [dust_particles_name_here] > Start
Try and let me know!
Quote from canari on February 23, 2012, 2:53 pmjosepezdj wrote:First: how did you start the dust particles in the first place? I guess you used "Start" input, right? Well, that's the one you should use again.In fact, the info_particle_system has a property called "Start Active ?" and I put "Yes" (i didn't use an input in the first place)
josepezdj wrote:In the case you die for example and the map is restarted I think you should have no problem with the reapearance of the dust particles...I think your current problem is that you are reloading the map, and for that you should also add the following to your logic_auto:
OnLoadGame (Fired when the map is loaded from a saved game) > [dust_particles_name_here] > Start
The problem was the same when i died or when i reloaded. I had also tried with OnLoadGame>[dust]>Start, trying puting it in the same logic_auto than my OnMapSpawn>[dust]>Start, or in a separate logic_auto, but none worked.
Then i tried to put an output on my trigger_hurt of the water in my map, with OnStartTouch>[dust]>Stop, so that when i die jumping in water, it stops the dust before reloading game and start it.........but it did not work...
Then i tried putting a trigger_multiple somewhere and for its outputs :
OnStartTouch>[dust]>Stop
OnEndTouch>[dust]>Start
so that when i walk through that trigger the dust stops and restart when i walk out
...and it worked !!!!! and also after i die or i reload (i mean when i reload the dust doesn't restart by itself but at least when i go through the trigger_multiple and leave it, it starts !)
That was a beginning...so i'm sure the problem comes with loading the dust (and not a problem of output).And finally i had an idea : let's put the same outputs than my trigger_multiple in my logic_auto, in the same order, i mean :
OnMapSpawn>[dust]>Stop (after 0 seconds)
OnMapSpawn>[dust]>Start (after 0.5 seconds)
and i removed my trigger_multiple...and that solved my problem !!!!!!! (in the info_particle_system, for the property "Start Active ?" I can either put "Yes" or "No", it works)
Finally, no need for "OnLoadGame".Yeeeaaaaaaaaahhhh !
Thank you Josepezdj for your help, and I hope this topic will help others.
In fact, the info_particle_system has a property called "Start Active ?" and I put "Yes" (i didn't use an input in the first place)
I think your current problem is that you are reloading the map, and for that you should also add the following to your logic_auto:
OnLoadGame (Fired when the map is loaded from a saved game) > [dust_particles_name_here] > Start
The problem was the same when i died or when i reloaded. I had also tried with OnLoadGame>[dust]>Start, trying puting it in the same logic_auto than my OnMapSpawn>[dust]>Start, or in a separate logic_auto, but none worked.
Then i tried to put an output on my trigger_hurt of the water in my map, with OnStartTouch>[dust]>Stop, so that when i die jumping in water, it stops the dust before reloading game and start it.........but it did not work...
Then i tried putting a trigger_multiple somewhere and for its outputs :
OnStartTouch>[dust]>Stop
OnEndTouch>[dust]>Start
so that when i walk through that trigger the dust stops and restart when i walk out
...and it worked !!!!! and also after i die or i reload (i mean when i reload the dust doesn't restart by itself but at least when i go through the trigger_multiple and leave it, it starts !)
That was a beginning...so i'm sure the problem comes with loading the dust (and not a problem of output).
And finally i had an idea : let's put the same outputs than my trigger_multiple in my logic_auto, in the same order, i mean :
OnMapSpawn>[dust]>Stop (after 0 seconds)
OnMapSpawn>[dust]>Start (after 0.5 seconds)
and i removed my trigger_multiple
...and that solved my problem !!!!!!! (in the info_particle_system, for the property "Start Active ?" I can either put "Yes" or "No", it works)
Finally, no need for "OnLoadGame".
Yeeeaaaaaaaaahhhh !
Thank you Josepezdj for your help, and I hope this topic will help others.
Quote from josepezdj on February 24, 2012, 2:42 amI'm glad to hear that you made it!
I knew the clue was to use a logic_auto in your case. But it were you who set it up properly, great!
I hope to see your map over here soon!
I'm glad to hear that you made it!
I knew the clue was to use a logic_auto in your case. But it were you who set it up properly, great!
I hope to see your map over here soon!










