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Problems with nonsolid players #1

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Cads182 opened this issue May 11, 2020 · 4 comments
Closed

Problems with nonsolid players #1

Cads182 opened this issue May 11, 2020 · 4 comments
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bug Something isn't working

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@Cads182
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Cads182 commented May 11, 2020

unknown
Players falls into a infinite loop when they change state to nonsolid using:
{
"origin" "-2376 3400 -692"
"m_iszValueName" "solid"
"m_iszNewValue" "0"
"target" "!activator"
"targetname" "game_playerspawn"
"classname" "trigger_changevalue"
"$s_bspguy_map_source" "rl00u"
}
I merge a few maps from residual life.
Also some angles and brushes are kinda messed up, see image.

@Cads182 Cads182 changed the title Problems with nonsolid players, Problems with nonsolid players May 11, 2020
@wootguy
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wootguy commented May 11, 2020

what command did you use? I'm seeing broken faces and collision on the tram but the angles are fine.

@wootguy wootguy added the bug Something isn't working label May 11, 2020
@Cads182
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Cads182 commented May 11, 2020

I use
bspguy merge test.bsp -maps "rl00r.bsp, rl00t.bsp, rl00u.bsp, rl00s.bsp"

wootguy added a commit that referenced this issue May 12, 2020
code preventing remapping the same node twice was using the wrong index
@wootguy
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wootguy commented May 12, 2020

Angles were still fine for me, so I think maybe some plugin or entity setting is causing that. The brushes should be fixed in this version:
bspguy_v2_wip.zip

I noticed there's a clipnode overflow when using that command. When the clipnodes overflow then collision will be broken for random stuff in the map. The tool really shouldn't even save the output file when that happens. You'll need to try some of this stuff in the wiki if you want to merge those maps.

@Cads182
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Cads182 commented May 12, 2020

Ok, I'll look into, thanks!.

@wootguy wootguy closed this as completed May 13, 2020
wootguy added a commit that referenced this issue Jul 30, 2020
- "bspguy_start_<section>" is triggered after ents are loaded in a section
- "bspguy" target added. Actions are controlled by custom keyvalues:
    - $s_bspguy_load = spawns section ents
    - $s_bspguy_clean = deletes section ents
    - $s_bspguy_rotate = rotates player position/velocity/angles around !caller (for rotated seamless transitions)
    - $s_bspguy_trigger = triggers something (works with the #0 #1 #2 suffix)
- added "bspguy spawn" command to test checkpoints (rapidly respawns you)
- added bspguy_equip entity for updating equipment after transitions into areas with different CFG loadouts. It's currently setup so that it's only called once per player per life (so you can't spam transition changes to get more ammo). It affects respawning players if triggered with the ON trigger mode.
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