• trigger_hurt keeps getting spawned at 0, 0, 0
    13 replies, posted
I'm trying to map for garry's mod, But whenever I spawn I die, with my name in the death notice being displayed as "unconnected" After checking around i found this: [t]http://i.imgur.com/OXEBHZH.png[/t] Hmm, Strange. There's no error in the compile log and it looks fine in hammer: [t]http://i.imgur.com/PzeBZYf.png[/t] (that trigger is a trigger_once to spawn an explosion) Here's the compile log: [CODE] ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.vmf" Valve Software - vbsp.exe (Mar 21 2014) 4 threads materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials Loading C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.prt...Building visibility clusters... done (0) 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 (0) (7570 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 22 texinfos to 11 Reduced 4 texdatas to 4 (88 bytes to 88) Writing C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202" Valve Software - vvis.exe (Mar 21 2014) 4 threads reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.bsp reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.prt 11 portalclusters 16 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 121 Average clusters visible: 11 Building PAS... Average clusters audible: 11 visdatasize:136 compressed from 176 writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202" Valve Software - vrad.exe SSE (Mar 21 2014) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.bsp Setting up ray-trace acceleration structure... Done (0.01 seconds) 54 faces 8815 square feet [1269377.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 54 patches before subdivision 1658 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 142271, max 236 transfer lists: 1.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0002 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 21/8192 252/98304 ( 0.3%) brushsides 127/65536 1016/524288 ( 0.2%) planes 90/65536 1800/1310720 ( 0.1%) vertexes 75/65536 900/786432 ( 0.1%) nodes 58/65536 1856/2097152 ( 0.1%) texinfos 11/12288 792/884736 ( 0.1%) texdata 4/2048 128/65536 ( 0.2%) 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 54/65536 3024/3670016 ( 0.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 31/65536 1736/3670016 ( 0.0%) leaves 61/65536 1952/2097152 ( 0.1%) leaffaces 58/65536 116/131072 ( 0.1%) leafbrushes 40/65536 80/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 356/512000 1424/2048000 ( 0.1%) edges 205/256000 820/1024000 ( 0.1%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 23360/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 136/16777216 ( 0.0%) entdata [variable] 1734/393216 ( 0.4%) LDR ambient table 61/65536 244/262144 ( 0.1%) HDR ambient table 61/65536 244/262144 ( 0.1%) LDR leaf ambient 17/65536 476/1835008 ( 0.0%) HDR leaf ambient 61/65536 1708/1835008 ( 0.1%) 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] 1/272 ( 0.4%) pakfile [variable] 105699/0 ( 0.0%) physics [variable] 7570/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 124 Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.bsp 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\sourcesdk_content\hl2\mapsrc\combine_amb121202.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\combine_amb121202.bsp" [/CODE] (ignore the strange map name) I'm using the CS:S hammer and this happens with every map I compile. Additionally, when it kills me , it seems to immediately disable and the death cam is wierd. I can move around but the camera acts like it's orbiting my corpse. I can still trigger triggers. I'm at a loss here. Any ideas?
perhaps make sure you are playing with maxplayers higher than 1 having only one player slot breaks multiplayer games somehow (much like the ghost effect you described)
[QUOTE=Hell-met;44808595]perhaps make sure you are playing with maxplayers higher than 1 having only one player slot breaks multiplayer games somehow (much like the ghost effect you described)[/QUOTE] But gmod doesn't break in singleplayer
Did you ever make a trigger_hurt in the map? In rare instances if you tie an entity to a brush and delete the brush, the entity that was tied to the brush remains and isn't deleted. In most cases it would show up in the entity report, but sometimes it won't. Try using the "check for errors" option in the map menu. Also, what's that red line going from the env_explosion? It looks like a leak trace.
[QUOTE=GiGaBiTe;44814623]Did you ever make a trigger_hurt in the map? In rare instances if you tie an entity to a brush and delete the brush, the entity that was tied to the brush remains and isn't deleted. In most cases it would show up in the entity report, but sometimes it won't. Try using the "check for errors" option in the map menu. Also, what's that red line going from the env_explosion? It looks like a leak trace.[/QUOTE] Nope, Never had a trigger hurt at any point. The red line is a leak that I have fixed since I took those screenshots. (Fixing the leak didn't fix the problem of the trigger hurt) Check for errors said all is well.
[QUOTE=IntenseBarney;44815648]Nope, Never had a trigger hurt at any point. The red line is a leak that I have fixed since I took those screenshots. (Fixing the leak didn't fix the problem of the trigger hurt) Check for errors said all is well.[/QUOTE] Select everything in your map, copy it, paste it into a new empty map, and then try compiling again.
[QUOTE=Zanarias;44815878]Select everything in your map, copy it, paste it into a new empty map, and then try compiling again.[/QUOTE] That worked, sorta. The trigger hurt is still spawned at 0,0,0 but the map was offset so the player didn't spawn on it and the thing disabled right away without causing problems. It's still quite annoying, but i guess as long as my map works now.
[QUOTE=IntenseBarney;44816058]That worked, sorta. The trigger hurt is still spawned at 0,0,0 but the map was offset so the player didn't spawn on it and the thing disabled right away without causing problems. It's still quite annoying, but i guess as long as my map works now.[/QUOTE] There's one other thing you can try. You can open your map, go to Map>Entity Report..., choose Filter Everything, show hidden objects, and don't have any of the other filters active. You can check for any trigger_hurts or even point_hurt (although that doesn't make sense), and if you find one, you can select it and hit delete. If there's nothing in that list then I don't know, maybe you're haunted by a ghost.
Are you SURE it was the trigger_hurt that was killing you? I swear I've had this exact issue before and it wasn't because of a trigger_hurt. I don't really remember how I fixed it... I think I moved the spawnpoint a little bit and it worked fine. Maybe raise the spawnpoint slightly off the ground?
[QUOTE=Zanarias;44816247]There's one other thing you can try. You can open your map, go to Map>Entity Report..., choose Filter Everything, show hidden objects, and don't have any of the other filters active. You can check for any trigger_hurts or even point_hurt (although that doesn't make sense), and if you find one, you can select it and hit delete. If there's nothing in that list then I don't know, maybe you're haunted by a ghost.[/QUOTE] I already tried that, no luck. [QUOTE=Matt2468rv;44816252]Are you SURE it was the trigger_hurt that was killing you? I swear I've had this exact issue before and it wasn't because of a trigger_hurt. I don't really remember how I fixed it... I think I moved the spawnpoint a little bit and it worked fine. Maybe raise the spawnpoint slightly off the ground?[/QUOTE] I'm sure of it. Mine also stops happening when I move the spawn but i chalked that down to the fact that the player start was no longer at 0,0,0 like the hurt was.
Oh woops, didn't see Gigabite had mentioned it.
[QUOTE=IntenseBarney;44816410]I'm sure of it. Mine also stops happening when I move the spawn but i chalked that down to the fact that the player start was no longer at 0,0,0 like the hurt was.[/QUOTE] Hmm if that's true then I wonder what was causing it for me...
Try running it in another gamemode perhaps? This is by far the strangest thing I have read all day.
(It's late, I know) If you haven't found the way to spawn without dying, I think the solution is using 2 or more info_player_start's. That worked for me.
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