Hammer Problem : "func_Triggers"

A Forum Thread for Zombie Panic! Source

A little problem with "triggers"

First, hello everybody. I have submit this issue to ZPS Forums but i got nothing, now i'm asking here in gamebanana because i saw a lot of good/excellent mappers and probably know how to help me . ### Well .. this is the first time i saw this error on my map. The map is the "zpo_trainingmap_b5f" and some times, the players got a problem that the "trigger_teleport" doesn't work correctly. When the version was "_b3" the "trigger_once" doesn't worked too but now i think i solved that. **The trigger some times work .. and stop.. work again and stop again.. it's "random".** Everytime when the map is running on a dedicated server with more then 10 players this error appears. So, any one knows which is my problem? Because i never seen some thing like that on my life! PS: My text while Sdk is working. --------------------------------- PSS: All kind of trigger ( Once , Teleport and Hurt ) don't work sometimes. Is like :Work for 2 minutes , then 20 seconds stop working, and works again after some seconds. ============================================================================================================================================================================ materialPath: c:\arquivos de programas\steam\steamapps\wallacewm\zombie panic! source\zps\materials Loading C:\Arquivos de programas\Steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.vmf Patching WVT material: maps/zpo_trainingmap_b5f/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 18 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Arquivos de programas\Steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (2) (776202 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3390 texinfos to 1927 Reduced 278 texdatas to 227 (12990 bytes to 11282) Writing C:\Arquivos de programas\Steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.bsp 23 seconds elapsed 2 threads reading c:\arquivos de programas\steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.bsp reading c:\arquivos de programas\steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.prt 4194 portalclusters 12239 numportals 0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 8259 visible clusters (0.00%) Total clusters visible: 1102357 Average clusters visible: 262 Building PAS... Average clusters audible: 1388 visdatasize:1822037 compressed from 4428864 writing c:\arquivos de programas\steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.bsp 12 minutes, 54 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\arquivos de programas\steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.bsp 15040 faces 1 degenerate faces 1548919 square feet [223044432.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 15039 patches before subdivision zero area child patch zero area child patch 126919 patches after subdivision 188 direct lights 0...1...2...3...4...5...6... WARNING: Too many light styles on a face at (520.500000, -2045.000000, 248.000000) WARNING: Too many light styles on a face at (8.000000, -2047.000000, 257.000000) WARNING: Too many light styles on a face at (749.000000, -2047.000000, 257.000000) . WARNING: Too many light styles on a face at (155.449997, -2052.800049, 129.000000) WARNING: Too many light styles on a face at (651.450012, -2052.800049, 129.000000) WARNING: Too many light styles on a face at (593.000000, -2287.000000, 181.000000) . WARNING: Too many light styles on a face at (157.000000, -2279.000000, 181.000000) WARNING: Too many light styles on a face at (14.000000, -2300.000000, 211.000000) WARNING: Too many light styles on a face at (14.000000, -2290.000000, 187.500000) WARNING: Too many light styles on a face at (14.000000, -2290.000000, 181.000000) WARNING: Too many light styles on a face at (-135.099976, -2097.600098, 129.000000) 8. WARNING: Too many light styles on a face at (328.899994, -3281.600098, 129.000000) WARNING: Too many light styles on a face at (3.000000, -3427.350098, 312.410004) WARNING: Too many light styles on a face at (4.350005, -3429.000000, 328.410004) WARNING: Too many light styles on a face at (119.500000, -3429.000000, 248.000000) .9.. WARNING: Too many light styles on a face at (624.499878, -3248.000000, 272.499908) .100...1...2...3...4...5...6...7...8...9...10trans fers 19449507, max 1062 transfer lists: 148.4 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(168079, 163078, 139638) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(32019, 29303, 22344) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(6710, 5687, 3875) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(1591, 1222, 724) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(406, 281, 145) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(109, 67, 29) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(30, 17, 6) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(9, 4, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(3, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0748 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLig htFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 229/1024 10992/49152 (22.4%) brushes 2029/8192 24348/98304 (24.8%) brushsides 12911/65536 103288/524288 (19.7%) planes 5724/65536 114480/1310720 ( 8.7%) vertexes 23261/65536 279132/786432 (35.5%) nodes 9389/65536 300448/2097152 (14.3%) texinfos 1927/12288 138744/884736 (15.7%) texdata 227/2048 7264/65536 (11.1%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 15040/65536 842240/3670016 (22.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 7293/65536 408408/3670016 (11.1%) leaves 9619/65536 307808/2097152 (14.7%) leaffaces 17235/65536 34470/131072 (26.3%) leafbrushes 6096/65536 12192/131072 ( 9.3%) areas 4/256 32/2048 ( 1.6%) surfedges 100036/512000 400144/2048000 (19.5%) edges 55946/256000 223784/1024000 (21.9%) LDR worldlights 188/8192 16544/720896 ( 2.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 1171/32768 11710/327680 ( 3.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 20088/65536 40176/131072 (30.7%) cubemapsamples 13/1024 208/16384 ( 1.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 9188328/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1822037/16777216 (10.9%) entdata [variable] 398648/393216 (101.4%) VERY FULL! LDR ambient table 9619/65536 38476/262144 (14.7%) HDR ambient table 9619/65536 38476/262144 (14.7%) LDR leaf ambient 31382/65536 878696/1835008 (47.9%) HDR leaf ambient 9619/65536 269332/1835008 (14.7%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/12 ( 8.3%) static props [variable] 1/42224 ( 0.0%) pakfile [variable] 1536430/0 ( 0.0%) physics [variable] 776202/4194304 (18.5%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 40743 Writing c:\arquivos de programas\steam\steamapps\wallacewm\zombie panic! source\zps\maps\zpo_trainingmap_b5f.bsp 2 minutes, 37 seconds elapsed

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  • DarkTanner avatar
    DarkTanner Joined 6y ago
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    Make sure to dont add space in trigger name or anything else.. it can cause trouble .
    • Agree x 1
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  • UNREA1 avatar
    UNREA1 username pic Joined 11y ago
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    6y
    If your using trigger ONCE, then you can only expect them to work ONCE. Try trigger multiple instead. Not sure if this is what you're looking for, but it was the first thing that came to my head. EDIT: Also, you appear to be using very diferent lighting types on the same areas of the map, this will later cause you some trouble, and may even create really dark areas on the map. So I recommend you change that already. Possible things that may cause this are not just the color, the intensity and even the light entitys name. So for example, if you have 10 diferent light entitys all with diferent names around the same area of the map, the compiler will have to compile 10^10 diferent possible combinations of lighting, and as you can imagine it wont compile all of them and will cause you much trouble.
    • Helpful x 1
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  • Tabajara 7.7 avatar
    Tabajara 7.7 username pic Joined 8y ago
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    Tabajara 7.7 avatar
    Tabajara 7.7
    Zombie Panic! Source Ambassador
    6y
    > **Posted by UNREA1** > If your using trigger ONCE, then you can only expect them to work ONCE. Try trigger multiple instead. > > Not sure if this is what you're looking for, but it was the first thing that came to my head. > > EDIT: > > Also, you appear to be using very diferent lighting types on the same areas of the map, this will later cause you some trouble, and may even create really dark areas on the map. So I recommend you change that already. Possible things that may cause this are not just the color, the intensity and even the light entitys name. So for example, if you have 10 diferent light entitys all with diferent names around the same area of the map, the compiler will have to compile 10^10 diferent possible combinations of lighting, and as you can imagine it wont compile all of them and will cause you much trouble. For example, the trigger once is to work to put a light on/off ; display a text ; or to end the game ( Enable a other entitie if someoen cross that trigger ). But nothing happens! I'm sure that all of my entities is with name " Trigger_door01 ; Trigger_Hurt06 " and about the light problem , at Core Complex v3 i don't have that issues with lights, but in the final map, the last trigger don't work sometimes too ( It was supposed to end a game if someone cross that area, but nothing happens )
    OBM and ZPS Developer
  • > **Posted by DarkTanner** > Make sure to dont add space in trigger name or anything else.. it can cause trouble . Thats FPSBanana format magic. Also send the Vmf to a mapper you trust to look at the way you configured the triggers.
    Call me Masterb8es
  • Tabajara 7.7 avatar
    Tabajara 7.7 username pic Joined 8y ago
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    Tabajara 7.7 avatar
    Tabajara 7.7
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    6y
    If any one want to check the VMF, just PM me and i will Thanks for feedback guys!!
    OBM and ZPS Developer

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Tabajara 7.7 avatar
Tabajara 7.7 username pic Joined 8y ago
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