Help Desk

From Valve Developer Community
Revision as of 05:55, 31 December 2006 by Mrhappy (talk | contribs)

Jump to: navigation, search

Contents

Got a question that is not answered in the Source SDK FAQ? Ask it here! Any sort of SDK question should be posted here. After they get answered, move them to the "Answered" portion of the page.

Suggestions before asking a question

Check to see if your question has been asked before:

Asking a question

  • Be specific and clear as possible.
  • Please sign your question (end it with ~~~~). This will help us direct follow-ups to you directly.
  • Check back for answers. We will not put answers in your talk page unless it is specific to you.
  • Use common sense. Hopefully, this won't require much more explanation.
  • Edit questions for follow-ups. Do not post a new question.
  • Use second-level headlines. Surround your question title with three equal signs (===) so they create a table of contents, split between pending and answered questions.
  • Only move your own question. An answer may not fully answer a question. When the question is fully answered, then move it to Answered Questions.
  • Where did my question go? Questions which have not had any activity for 2 months are moved to Dormant Help Desk Questions.

Alternatives

Pending Questions

Falling NPCs

I would like to force npc_citizen falling even it's too high for him to jump. For example, the npc is an block very high from the ground, he would walk and fall (or jump) to the ground (no matter if he hurts or die). Shall I use info_node or a modification of AI is required? --[[User:coco2053|coco2053] 13:20, 21 Dec 2006 (PST)

Probably the easiest solution is to use a Trigger_push coupled with a Filter_activator_name. A tricky alternative could be to build a temporary invisible floor with a Func_brush and place an Info_node_hint on it, then make the npc to jump and deactivate the Func_brush so that he/she falls to the ground. As I said, tricky. --uoz 06:03, 21 Dec 2006 (PST)
Haha yeah really tricky. I do think theres another way though but thats using a scripted sequence and im not sure how your working with that however then again a node cant be too far from an npc.--Gear 04:38, 22 Dec 2006 (PST)

Client timed out

When I run my CS map, it compiles but then about half a second after starting up the map, I get the Client timed out box. If I create a server I can run the map, but the navigation map will not update. Does anyone know what causes this?--Hambone 19:16, 22 Dec 2006 (PST)

I get that too... I beg for help too -User:Mr.Grey

Never run the map from hammer. If your nav map doesn't updates it might mean the compile failed. Otherwise, delete the nav file. Solokiller 10:30, 24 Dec 2006 (PST)

What? What should i run it with? It doesnt open standard maps like de_mitlia neither. Help!! Im getting eager to try my first map!!!


Problem half solved: when something doesnt work, i do what all other reasonable person does...tries it again..and again... it has worked once.

Obviously you open it with the game after you've compiled it. Solokiller 01:49, 25 Dec 2006 (PST)

In my experience, this has to do with the server variable sv_lan. I never get servers to run from Hammer when sv_lan is set to 0. Or: when sv_lan is not listed in your server variables, and you use the parameter +sv_lan 0, it always gives me a timeout. Bottom line: you can only create LAN servers from Hammer... it used to be different though (like half a year ago). -Taco

Confirmed. Just add +sv_lan 1 to your Additional game parameters field in the Run map dialog. --Liquidplasmaflow 12:46, 30 Dec 2006 (PST)

Sunset appearing on textures?

Sky thing.jpg

This is a wierd one..... a sort of sunset appears on some textures in 3D view (See image). This only happens on hammer, not ingame. At first I thought it was quite cool, but 2 months later it's getting at the stage where it's really annoying. Any ideas on how to turn it off?

I can't really say from the shot, but isn't it the environmental cubemap preview? If you get that effect only on marble, glass and metal surfaces (and every other one that should be somehow reflective), then you can't get rid of it. Otherwise look for drivers updates and alike.--uoz 12:20, 20 Dec 2006 (PST)
I really dont know how to turn it off but it doesnt really do anything bad so theres really no need to worry about it.--Gear 04:32, 22 Dec 2006 (PST)
I think that's just a standard skybox that appears no matter what you really have selected as your in game skybox. Like Gear said,it won't hurt anything, but yeah, it can be annoyingly shiny.--Hambone 19:03, 22 Dec 2006 (PST)
Click on camera in the top left of the camera view, and then click 3D Shaded Texture Polygons. This stops the cubemaps from showing. Personally, I leave it on so I can see what textures are cubemapped. --Daedalus 09:05, 29 Dec 2006 (PST)

Func_breakable_surf gib material types

Here's a tricky one... I changed the glasswindowbreak070a.vmt to use some custom .vtfs of a wooden screen design I did. So instead of the standard window, it'd be my wooden screen design. After it was shot, it would be broken pieces of the wooden screen instead of little glass bits. So far so good, it even makes a wooden sound when it's shot out. The only problem I have is that when it's shot, it still produces glass gibs! I've changed the material type to "wood" where ever it is obvious, (so that includes the referenced .vmts and the func_breakable_surf material type properties). Any ideas on how to change the gibs from glass to wood? Any help is appreciated. Nfpartridge 23:42, 18 Dec 2006 (PST)

I'm pretty sure it's hardcoded. They precache gib models into the code, and, from what I've seen so far, this entity is programmed to work with glass and tile surfaces. Silly question, but have you tried to modify the propdata value of your Func_breakable_surf? If it doesn't work out, you likely have to code your own entity. --uoz 02:28, 19 Dec 2006 (PST)
I've changed the "propdata" keyvalue to "wood.size" and it still gives glass gibs. I see that the "$crackmaterial" variable of the glasswindowbreak070a.vmt template I'm using points to a material with the "shatteredglass" shader parameter. I can guess that this is where the glass gibs are coming from. Is there a quick and dirty way to decompile the "shatteredglass" shader so I can create one with wood gibs? I've found no mention of this "shatteredglass" shader on the wiki. Is this an oversight? If the only option is to create my own "entity" does that mean Shader Authoring or something else?Nfpartridge 11:30, 19 Dec 2006 (PST)
I've done a quick search into the code again, and I came up with this:
enum ShatterSurface_t
{
	// Note: This much match with the client entity
	SHATTERSURFACE_GLASS = 0,
	SHATTERSURFACE_TILE  = 1,
};
This is a portion of one of the header files included into the server entity. As such, I think that the answer is "something else", but at this point I can't really help. You need someone who is much more into coding.--uoz 12:05, 20 Dec 2006 (PST)

Log off

I was compiling a big map in hammer over night, and when I came back in the morning the screen was on the windows xp loging screen. And then I checked to see if the map was compiled and it hadn't. So I tryed to compile again, but again the same thing happened. I came back to find a login screen and no compiled map. are there some settings i can change to stop this from happening? -vulcan

yeah juat dont compile over night and its more better if you stay and watch your log progress every five minutes just in case an error pops up. Oh you can also change how long your computer will automaticly go into sleep mode. --Gear 20:22, 17 Dec 2006 (PST)

I only get <sil> phonemes when extracting from a WAV

I've seen this discussed on multiple forums, but still have found no solution to what I'm guessing is a familiar ticket.

I'm having trouble with FacePoser's Phoneme Editor. Every time I load a wav file and try to extract the phoneme data, I get a ton of 'Unrecognized Phoneme' errors in Output, and the result is '<sil>' phonemes scattered all over the waveform. (I've never gotten anything other than <sil>, not even a 'wrong' phoneme.)

I get this result regardless of which WAV I load. When trying the SDK's sample WAV, I notice it automatically extracts the words and phonemes perfectly, so I assume these are embedded in the WAV file. However, if I try to re-extract the phoneme data, I'm rewarded once again with <sil> all over the place.

My WAVs are correctly placed in steamapps\myuser\half-life 2\hl2\sound\. I have 2 custom wavs, one by myself and one by a professional. They're all in fine quality, and I've adjusted the volume to avoid the [! Too loud] error. I'm also using sdk_al_showonroad.wav when testing.

My SAPI is 'Microsoft Speech SDK' version 5.1. I have it configured for medium accuracy on 'Microsoft English Recognizer v5.1'. My SAPI profile is untrained, but it does recognize my speech to some degree. (I've tested Dictation in MS Word, and the words I get sound similar to what I say into the microphone.)

My microphone is of good quality.

Faceposer CC Language is 'English'

Faceposer Expressions are working fine. The model will move its lips when I play the sample WAV for the first time or move my mouse over valid phonemes, so it has to be a recognition problem.

I hope someone can help me with this; it's a 'This should be working...' situation and I'm a bit stuck. Thanks in advance.

--Dan 02:40, 7 Dec 2006 (PST)

I only get <sil> phonemes either. The error message I get seems different, though. "Last Extraction Result : result retrieved, but full recognition failed" is what FacePoser always tells me. I tried changing Regional and Language Options from Japanese to English(United States), but it didn't work. I have SAPI installed. --n-neko 04:16, 7 Dec 2006 (PST)
Hi there neko. That's actually the same thing; I get the 'full recognition failed' message in the Phoneme Editor window. Those other error-messages I mentioned appear in the 'Output' window, which appears if you click on the 'Output' tab in the lower left area of Faceposer. My best lead for a solution was this thread at HL2world, but it wasn't quite the same deal. --Dan 06:34, 7 Dec 2006 (PST)
By the way neko, what's your Operating System? (with Service Packs and Language) --Dan 23:54, 7 Dec 2006 (PST)
I use Windows XP Home SP2 Japanese version. --n-neko 01:27, 8 Dec 2006 (PST)
[edit] Nevermind, that was the problem... --Dan 05:35, 9 Dec 2006 (PST)

PROBLEM SOLVED: It turns out the Phoneme Editor is not configured to work with non-U.S. versions of MS Windows, which causes conflict between Faceposer and the SAPI, (even if you change regional settings etc.)

By a stroke of luck, 'Qyon' at the ChatBear forums has written this small program, which patches the Windows Registry so Faceposer will communicate properly with other languages. You may have to disable virus protection for it to run.

If this still doesn't work, your last resort is to buy a U.S. version of Windows. Still, thanks to Qyon for this one!

--Dan 05:35, 9 Dec 2006 (PST)

Glad to hear it worked for you. I myself tried that PEFix.exe but still no luck. I could be using the program in a wrong way though. I ran it, and chose Japanese, it said patched successfully - but still I only get <sil> from FacePoser. Could you tell me how exactly you used it? --n-neko 08:45, 9 Dec 2006 (PST)
Hmm that's not good to hear... Since I use Win2000 Norwegian Edition, I chose 'Norwegian' from the list, and clicked 'Patch.' It told me it was successful, and after that, I haven't gotten the 'Unrecognized Phoneme' error anymore. The only difference I can think of between my situation and yours, is that Norwegian still uses the same character-set as U.S. English, but I'm guessing Japanese doesn't. --Dan 10:15, 9 Dec 2006 (PST)
I run a US version of Windows and had the <sil> phoneme problem around the time Faceposer was released. I vaguely remember extracting the expressions directory out of source engine.gcf, placing it the game directory, specifically loading phonemes.txt from the Expressions window, and recreating the bitmaps. I'm not sure if this is overkill, but it's worth a shot.
If that doesn't work, have you tried forcing Faceposer to use a certain language? One of the older edits for the Phoneme Tool article has information about it. -- Sodabus 17:42, 9 Dec 2006 (PST)

PROBLEM REMAINS: So I tried them all. - patching PEFix.exe - extracting expressions directory out of source engine.gcf - recreating the bitmaps with phonemes.txt - Forcing langid to Faceposer

I'm still getting <sil>s only. Thanks for your suggestions anyway. I assume there could be problems between non-alphabet OS/SAPI lang pack and Faceposer...--n-neko 05:41, 17 Dec 2006 (PST)


Engine Error

InitFastCopy - missing client class 44

What does this mean? I get it just before the background map loads, crashing HL2.

Gman003 16:04, 14 Dec 2006 (PST)

Total Conversion

If someone was interested in doing a total conversion of the Source Engine, where would one start to find information? What I had in mind is more of a 3rd person RPG atmosphere, but a lot of the articles on this wiki do not point me in the right direction to start a conversion. Any suggestions?

Thanks
-Kenny

There is a placeholder for a full tutorial on thirdperson mods, but it's not finished yet
Try starting here. -BitMage

Faking "cinematic physics"

Is there a reasonable way to fake things normally handled by the phyiscs engine on a large scale? I am trying to create a building collapse similar to the one seen in the E2 trailer, but the cost of doing it with realtime physics would bog down anything but the most high-end of systems. Noclip 13:48, 7 Dec 2006 (PST)

Try making an animated model. It won't change due to other objects, but it works. Gman003 14:40, 15 Dec 2006 (PST)

Using Models within your selected mod only: Where are the fences in CS:S?

I'm trying to only use Counter Strike models for my map but search for fences has limited results in the model browser. I noticed COMPOUND has the same external_fence models that HL2 has. I see no listing under props_ for compound at all. Is there a props_compound listing for anyone in the model browser? I need some fences in my map! Thanks in advance for the great support here. SteveH

If the models show up HL2, they must be in HL2, not be in CS:S (props_compound)
HL2's fences are in models\props_c17\ and models\props_wasteland\
The fences in Compound are models\props_wasteland\exterior_fence002d.mdl or relatives thereof.
-BitMage

HudMsg Error

When ever I run my level, I receive DLL_MessageEnd: Refusing to send user message HudMsg of 335 bytes to client, user message size limit is 255 byte. What can i do to get rid of it? Is it because i have to many ents initializing at map load, or is it something more low level? --Amckern 16:09, 23 Nov 2006 (PST)

FacePoser Problems

When i use the SDK none of the programs work but Hammer. All the functions work, such as "create a mod & everything but FacePoser, ModelViewer or anything else works. Any Ideas? I'm stumped but its making a lot of problems for my mod.. i can't create coreographed scenes!!! Oh well.. Help Me Please!?


Thanks,

Colin Dimebag999 16:47, 22 Nov 2006 (GMT)

Spotlight problems

I have a map that has a few spotlight entities in a room, but they don't seem to light up anything but props and NPCs. If I take a spotlight right from a HL2 level, it will work until I change some aspect of it. Even if I create a new spotlight and give it exactly the same properties as the hl2 one it will not work properly. sorry if its a noob question, but can someone help? --Hambone 20:40, 1 Dec 2006 (PST)

Are you talking about Light_spot or Point_spotlight? --uoz 01:35, 3 Dec 2006 (PST)

Make sure that the entity does not touch the prop itself. Thats what can cause the Spotlight not to appear corectly. The Point_spotlight entity should be under the light prop but not touching it.--Gear 14:54, 3 Dec 2006 (PST)

Talking about light_spot. point_spotlight works fine inside the props though, since the player can't get near them I just made the props non-solid.

Hmmmmmmm. yeah i forgot you can do that. Making them non-solid should work. If a point_potlight is in a prop it wont show but will still be rendered.--Gear 12:53, 12 Dec 2006 (PST)

Respawning CS:S weapon_ent's and/or spawning a weapon when a button is pressed

Hey. I posted this on the forums but didnt get a satisfactory responce. Does anyone know how to make a cs:s weapon_ ent respawn and/or spawn when a button is pressed?. Also ammo (perhaps and ammo_giver or something?

Thanks

Tom Trleighton 12:09, 21 Nov 2006 (PST)
Try using a point_template for this. Solokiller 06:40, 22 Nov 2006 (PST)

Solution for Ammo: Get the advanced FGD, and then use that in hammer. You can assign a starting amount of ammo to the gun.

Texture App.

I recently converted one of my maps from 1.6 to source. As usual the map is void of texture. When I go to place grass or brick...etc it just shows one color. For exmp. When I apply a grass texture all there is is a solid green. I checked and the view is on 3d textured polygons and all my non-converted maps work fine. I tried texture scaling and it says 1.0 or .5 but still a solid color. Any help would be great.

-Duston

--Duston 13:53, 20 Nov 2006 (PST)

HUD customisation

I am currently modding HL2, and I wish to alter the HUD so that when the player is hit, the screen starts to flash red, and to avoid being killed the player must rest until the screen returns to normal.


Much like that found in Call of Duty 2 and Gears of War.


Where should I begin changing this?

What files contain the code that triggers the current hit indicators?

Thanks in advance,

Tefty

--Tefty 11:56, 21 Nov 2006 (GMT)

I've only done basic editing for the HUD but not quite as advanced as what you want to do like adding anmations and such. However the right file to get started is called the clientscheme.res file and is loacted in your MOD directory/resource folder. Use notepad to open it which is the only way to edit it unless you have some other special program that allows you to do so. --Gear 10:42, 20 Nov 2006 (PST)

Leaf problems

Currently im having this problem however i have been using glview and cant find any hint. Im not to quite good with glview nor do i get heads or tales on it but all well. Currently i have this problem-

         
Leaf 1855 (portal 6123) with too many portals. Use vbsp -glview to compile, then glview - portal
- portalhighlight X or -leafhighlight L to view the problem.

Because of that VVIS wont run and so hinting up anything or using areaportals is out of the qustion. Plus water wont appear so what do i do to fix this?--Gear 23:56, 17 Nov 2006 (PST)

I had this problem in Prime - i found the offence, and made the brush into a func_detail - these are striped out by BSP, and added back at RAD - so VIS can still run. --Amckern 04:18, 18 Nov 2006 (PST)

Well im still having the problem and it turns out the map looks like this a bit is this bad?


Glview1.JPG
Glview2.JPG
Glview3.JPG
Glview4.JPG
Glview5.JPG

New materials in box generates "Memory could not be read" error.

Here's something for any dedicated troubleshooter out there (with more time on their hands than me): I created a material with the following parameters:

"UnlitGeneric"
{
	"$basetexture" "CyberGBS256_050db"
 	"$surfaceprop" "glass"
	"$envmap" "env_cubemap"
}

While the material works fine otherwise, placing it on (any side of) the six brushes creating the outer box (normally refered to as the skybox), will make Source crash with the "memory could not be read" error. I suspect it might have to do with the "UnlitGeneric" parameter making the material light up the area outside the map, but the error also occurs if the material is only applied on the inside of the brush. What parameter is causing this, and why? (If it is a bug, it should be reported. Also remember that this error won't be shown directly - simply press <Return> when Source sounds its error sound and freezes. You will be unable to toggle with <Alt>+<Tab>.) Thank you for aiding the Source community. --Andreasen 09:51, 14 Nov 2006 (PST)

You can ONLY apply the skybox texture to all sides of the skybox, otherwise you WILL run into problems. --Amckern 04:20, 18 Nov 2006 (PST)
I haven't applied a skybox surface to any sides of this box. It just surrounds the level like a skybox. --Andreasen 06:45, 20 Nov 2006 (PST)

FacePoser, HLMV and Hammer memory errors

Hi there. I'm having some serious problems about the Source SDK Tools. It appears like Source SDK is running fine, but when I run the tools that Source SDK includes (like FacePoser, for example), it gives me an error saying "Unhandled exception at 0x... ...memory could not be read". Actually, it seems like I have all the bin dll's in the bin folder of Source SDK, but this didn't do anything. I have DirectX 9.0c and Source SDK 2.x.

--JacKThERiPPeR 04:48, 12 Nov 2006 (PST)


You are running out of memory, or your RAM is no good. Try enlarging your windows cache file (Google), or closing some programs

sdklauncher.exe

Hi all, i am having problems running the create a mod option in the source sdk (modify half-life 2 single player). It copies the files and i get 'An unhandled win32 exception occured in SDKLauncher.exe [2392]. Do you want to debug?' Debugging brings up the following message: 'Unhandled exception at 0x00404fa0 in SDKLauncher.exe: 0xC0000005: Access violation reading location 0x0000001c.'. I have the directx update from october 2006 and have also downloaded the latest platform sdk.

--Mikebolland 19:47, 11 Nov 2006 (GMT)

Projectors

Hey guys... I'm trying to create an underwater map in hammer and I'm having a hard time setting up some visual cues. Is there a way to create a projector (like in *shudder* Unreal) where I can project the wave texture onto the ground. You know that glowing, dancing look that everything gets underwater? What would be a good way to do this? Serious Sam did it a while ago by putting it on a texture layer, which Source doesn't have. What are my options? --Dpkonofa 09:58, 9 Nov 2006 (PST)

Makeing a decal, and use the projected decal entity may help --Amckern 07:15, 11 Nov 2006 (PST
2 questions - first, can the decal be animated? second, how do you use it? every time i tried to use the project decal entity (because that was my first thought as well), i got a leak.
I dont know about animating decals, i am yet to have a need for one. I also tend to use the normal decal as much as i can, but i did use a projected one on a 32 sided carve i made into a brush for a light effect - was quite tricky, but i think that was becuase of the surface i was using. Just setup the projected decal, and give it an info_tragt in the point at section. --Amckern 04:24, 18 Nov 2006 (PST)
There is no "point at" section... =/ Dpkonofa 21:29, 26 Nov 2006 (PST)
You are almost certainly going to have to write your own VMTs to get something worthwhile. Have a look at what documentation there is here on the Material System, it might be of some use. --Giles 14:53, 27 Nov 2006 (PST)

Wacked animations

For some reason my animations are all lagged out (on default weapons in a ep1: sp mod code base), this has happened between compiles, and I changed no code. - Links to videos - NORMAL http://www.youtube.com/watch?v=MiNQ4US4w4o WACKED http://www.youtube.com/watch?v=Dh6Z9MqZ3JA --Amckern 16:13, 2 Nov 2006 (PST)

helicopter question

ok i have a helicopter on a path. yet it seems to want to follow the character on that path. how do i get the helicopter to ignore the character and follow the path and then disappear when it reaches the end? Twiggyzippo 17:59, 1 Nov 2006 (PST)twiggyzippo

Check the cheap flag in the propertys of the entity - it wont look for targets, but then it will also not look for objects in its path, and avoid them. --Amckern 15:35, 2 Nov 2006 (PST)
ok i checked the box that says efficient - dont acquire enemies or avoid obstacles, yet it still follows me and shoots me. and how would i get it so that when it reaches the end of the path it disappears?Twiggyzippo 18:18, 2 Nov 2006 (PST)Twiggyzippo

What you have to do is set up triggers or one trigger that the player will walk through. The input to the Helicopter should be flytospecifictrackviapath and as the parmeter the path_track that you want it to fly to. Also try using the ai_relationship entity in order for the heli to like the player that way it wont attack the player when it flys-by.--Gear 22:39, 16 Nov 2006 (PST)


Also note that no flags should be required to do this but you can check some flags to fit the situation as you see fit.--Gear 22:40, 16 Nov 2006 (PST)

Things fall through displacements

Most objects that are non-living fall through my displacement surfaces. I have set all displacements to have collisions, but it still happens. What do I have to do to fix this? --Hambone 14:51, 23 Oct 2006 (PDT)

This only seems to happen in HL2. If you make a basic mod, it won't happen. What seems to be happening is that regardless of your settings the displacement maps think that "Don't Collide with VPhys" is set. Hull and Ray simulated objects are colliding normally. --Kateye 15:21, 23 Oct 2006 (PDT)
This is an issue if your still running in appid 220 or w/e. I corrected the problem with my mods by moving over to appid 215. --Spektre1 20:08, 23 Oct 2006 (PDT)

odd hmmm i seem to experiance this when i play Gmod but no where else.--Gear 19:20, 29 Oct 2006 (PST)

I saw somewhere that this can be fixed by adding -novirtualmesh to the BSP compile line.--Mathewnor 03:54, 1 Nov 2006 (PST)

Steam.dll not missing

When I try to start the Vconfig.exe, I get the Can't find steam.dll error. This page tells me that I must have moved or deleted the file, so I check where it is supposed to be located, and Steam.dll is still there. ...so why can't Vconfig find it? (I tried restarting Steam, update my SDK and run HL2 once.) --Andreasen 21:42, 21 Oct 2006 (PDT)

Hey Andreasen. I ahev also gooten this problem but usaaly i just resatrt my computer and it goes away i really hardly get it. For some reason its caused when Steam starts up. Why? I have no idae but it shouldnt keep happening and if it does then there might be a corrupt dll file.--Gear 01:12, 22 Oct 2006 (PDT)
It doesn't happen when Steam starts up for me, and the error doesn't go away when I restart my computer, so there is probably another reason for my error. Sure, the dll file might be corrupt, but as additional V tools seem ridden with bugs/problems in general, I'm betting there's a better way to fix this than to reinstall Steam. --Andreasen 21:08, 22 Oct 2006 (PDT)

hmm i have no idea there buddy im vry sry but thats what works for me.--Gear 22:54, 22 Oct 2006 (PDT)

Get error message on hammer.exe

I get this error message sometimes when i start up hammer or usually when i browse props.

"hammer.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

And the Error Signature is "AppName: hammer.exe AppVer: 0.0.0.0 ModName: datacache.dll ModVer: 0.0.0.0 Offset: 0000b413" "

Ive tried to reset game config, and refresh sdk content, even uninstalled and reinstalled source sdk, but it still gives the same error message. Help anyone? (Oct 26th 2006)

update to the lattest patch tuesday and check your drivers. You may also need to fall back to an older direct x mode in hammer - try this shortcut
C:\Steam\steam.exe -applaunch 211 -runhammer -dxlevel 81
delete the entire source_sdk folder to get rid of hammer and then have Steam re-install it. or, try using the verify game cache option. it sounds like your datacache has become corrupted. --Dpkonofa 10:08, 9 Nov 2006 (PST)

Scripted Spawned NPCs

I have a npc_maker which spawns several npcs and i would like the npcs spawned to walk to a destination. I've tried whith a scripted sequence but it works only for one npc and not for the next spawned npcs. How shall I do that? Thanks--coco2053 17:42, 17 Oct 2006 (PDT)

I had the same problem too one time. you need about 4 entitys in order to do this (npc_combine s) also (npc_maker),and (assualt_rally_point) these entitys allow you too make a for instance accuattly let me say this in steps: First you have the (npc_maker) to spawn a combine. The (Npc_maker) should have the setting "Name Of Template NPC" checked to the combine; also to note you can use other npc's as well; after that through the settings of the (npc_maker) you can choose the number of npc's to spawn and if you eant you can flag the "infinite children" flag in the Flags menu. After that you have to use an (ai_goal_aasault) with (assault _rallypoint) to create a path for the npc to move along. You can also change how long a npc will stay at a certain point. There is also an example VMF. in your SDK_content folder.--Gear 20:18, 17 Oct 2006 (PDT)

There are some already set up assault prefabs in your SDK that seems like what you're looking for. They are thoroughly described in this wiki. --Andreasen 07:24, 18 Oct 2006 (PDT)

Thank you for tour help, but I would like to do exactly the same thing than the prefab "npc_citizen_fleeing" but each time a citizen is spawn, he would do the same thing than the previous (go to the target). I've tried so many things that doesn't work, I feel desperate :-( --coco2053 20:18, 17 Oct 2006 (PDT)

I don't get what the problem is. Are they supposed to go to the target or not? The solution looks simple: Just create the npc_citizen_fleeing prefab, but increase the maximum number allowed to spawn by the npc_template_maker to more than just 1. That should get them to run to the same destination. If you want them to go to different destinations, things will get a bit more complicated unless you just set up several npc_citizen_fleeing prefabs. --Andreasen 15:49, 19 Oct 2006 (PDT)

When you use npc_citizen_fleeing, the first npc spawned will go to the target but the next spawned npc will stay inert. I would like every npc spawned to go to the target. --coco2053 20:18, 17 Oct 2006 (PDT)

That's funny: Looks like I'm partially personally responsible for your problem: I should have explained the Search Cyclically flag after I got it explained to me. Anyway, after setting the Num. of NPCs field of the npc_template_maker to something like 5, to make multiple citizens spawn, you will need to make the aiscripted_schedule repeat, and also make sure that it affects the newly spawned citizens. Simply check the Repeatable and the Search Cyclically flag, and it will work. --Andreasen 06:37, 20 Oct 2006 (PDT)

Thank you so much Andreasen, your are the best ;-) --coco2053 18:07, 20 Oct 2006 (PDT)

Creating A Helicopter Fight

So far i know how to get a (npc_helicopter) to move using a path track entity but im still trying to figure out how to allow a helicopter move freely about on its own durring a battle. A good reference of what im trying to do is much like the Half Life 2 EP 2 Gameplay Videos. Video 3 and 4 is a good example. Is this entirly scripted or does the helicopter move freely? Also i know though that triggers are layed around the area to have the Helicopter aim at certain targets and then shoot them or blow them up. Is there a way i can allow the Helicopter to move freely and what entity's do i require also if anybody knows any links to tutorials that concept this put them here. Thanks--Gear 22:19, 16 Oct 2006 (PDT)

hmm, well you know how you use nodes for the ground npc's. Try using air nodes for the flying npc's, like your helicopter.

For the helicopter shooting at stuff try using "info_target" i believe thats the right name. Hope that helps you. Maybe some one will go in more detail. Cubedude 14:18, 19 Oct 2006 (PDT)

Thanks ive made a sample map just to fool around with these options but i think it all depends on the triggers and the way you place the path track entity but im still not 100% sure yet--Gear 14:21, 19 Oct 2006 (PDT)

Reading a console variable from an entity

Is there any entity that can get the value of a variable? I can set a value (using IncrementVar via a point_clientcommand entity), but is there any way to read a value back in? - RodeoClown 16:05, 16 Oct 2006 (PDT)

External conditions

I would like a npc to be be spawned when the player press a key on his keyboard. How shall i do that? Thanks. coco2053 12:57, 15 Oct 2006 (PDT)

Without touching the source code? Hmm. As there doesn't seem to be any console command for spawning a specific NPC directly, I'm thinking there might be a console command for sending a specific output to a specific spawning entity, that could then spawn the NPC at a specific location. You could bind this to a button through the bind command, either by editing the file containing the binds, or by typing bind <key-to-be-pressed> <output-sending-command> into the console. I'm sorry that I lack the time to go into more depth. --Andreasen 06:22, 16 Oct 2006 (PDT)
npc_create. How could you not know that, Andreasen? It's the first command most people go for! ;-) --TomEdwards 11:36, 16 Oct 2006 (PDT)
Well I was pressed for time, and had not gotten much sleep, so I simply searched through the huge command list in this wiki for "spawn", with no relevant hits. "Create" didn't occur to me, and I've never actually used that command ever. --Andreasen 07:19, 18 Oct 2006 (PDT)

Thanx all. Finally I found out --coco2053 17:41, 17 Oct 2006 (PDT)

Animation/rig problem

The rig for my weapon model is moving out of the model after I compile it. Screenshot - [1] Im not sure if its something to do with the reference smd or something else. Ive done many many custom models before (rigged and not) and this is the first time this has happened. Please help. Thanks. Cubedude 17:41, 13 Oct 2006 (PDT)

well to me it apears that you didn't delete the transform data before you rigged your model, however this could be any number of problems. the question becomes does it animate correctly and can it be used in game how its suposed to. It might just be a rendering glitch. its happened to me on several occasions. try checking to see if it loads rite in game and write back.
--Ryoku 15:28, 2 Nov 2006 (PST)
Woo finally some help THANKS DUDE! Yes, my problem is that the animations mess up because of the bones being moved out like that. If you want I can put up a video of the crazy animation problem it causes. Thanks for helping. Cubedude 14:25, 7 Nov 2006 (PST)

"Only one instance of the game can be running at one time."

I got this message today, and it won't go away. It displays in a dialog box every time the compiler tries to run my map. I've tried restarting Steam, but no luck. This is probably my first compile since I created a new mod, so I switched back to regular HL2, and my map still won't run. --Andreasen 22:39, 12 Oct 2006 (PDT)

This dialog box also pops up every time I try to run any Source game (HL2, HL2:DM, CS:S, HL2:LC) through the Steam menu. (Other games, like HL1, works fine.) --Andreasen 22:46, 12 Oct 2006 (PDT)
I restarted my computer and the problem disappeared. I still don't understand the cause of this message, because the only other Steam process I started was that new SDK Base I had gotten in my list, which didn't start. --Andreasen 00:23, 13 Oct 2006 (PDT)


Hmm this is quite odd indeed? that problem should only occur when HL2 is already running ad the compiller trys to load up HL2 or any other game for that fact so thats a bit odd but hey im glad it went away is it gone for sure though now?--Gear 17:34, 13 Oct 2006 (PDT)

Current Game Selection Problem

I am just getting started in this map making but I wanted to make maps for Counter strike source. I went to the current game listing to select Counter strike source from the option but it wont let me. I can select HL2, HL2 death match, and DoD source. So I loaded up the Hammer with HL2 as my selection and some of the Entities were missing. So I did some looking and found the manual configuration way for the game selection, I took a look at the Counter strike source entry and all the files were right that I could see. I have uninstalled and reinstalled the sdk as well and still could not make the selection for Counter strike source. Is there something else I am missing here or someing else I can try? --Darkmaxim 17:10, 20 Sep 2006 (PDT)

Hmmmm do you have counter Strike insatlled corectly? That could most deffinitly be the problem as well as reinstalling the game might help. Source SDK fixes ll that for you so there should be no problem its a bit odd you had that error but it works for me. I get Counter Strike Source in the game configeration list try that and see if it helps.--Gear 00:38, 29 Sep 2006 (PDT)

Hammer Problem

Since i've come back from holidays the hammer crashes when i try to open my maps. I've worked on these maps in july but now when i try to open them the hammer stops and don't allow me to work on them. The rest i can work in new maps more simple and light. Can this be because of the updates? Maveryck21 03:14, 14 Sep 2006 (PDT)

try and refresh sdk content - if that wont work backup, and remove the bin folder, and then run refresh sdk again.

Compiling Problems

when i try to compile the map ive been working on it gives me this:

Valve Software - vbsp.exe (Aug  4 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\tv_box\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\tv_box\counter-strike source\cstrike\maps\Fy_forest.vmf
Error: displacement found on a(n) func_buyzone entity - not supported

Ive tried deleting the buy_zones and remaking them but i cant figure it out? Help! - Tvbox 19:30, 16 Sep 2006 (PDT)

Read the compile log. It says "displacement found on func_buyzone entity - not supported", as I have highlighted. You cannot use displacements with func_buyzones. Remake your func_buyzones so that they do not involve displacements. --Giles 06:18, 20 Sep 2006 (PDT)

Compile problems de_fastdust

Hi i have a error by compile, i have decompiled de_fastdust and three changes make but it dont compile it the orginal file has this prob likewise. Please Help me

Valve Software - vbsp.exe (Aug 4 2006) 1 threads materialPath: q:\programme\valve\steam\steamapps\mader6000\counter-strike source\cstrike\materials Loading q:\programme\valve\steam\steamapps\mader6000\sourcesdk_content\cstrike\mapsrc\de_fastdust1.vmf Brush 836, Side 1: duplicate plane Brush 836, Side 2: duplicate plane Brush 836, Side 3: duplicate plane Brush 836: bounds out of range Brush 836: bounds out of range Brush 837, Side 1: duplicate plane Brush 837, Side 2: duplicate plane Brush 837, Side 3: duplicate plane Brush 837: bounds out of range Brush 837: bounds out of range Brush 838, Side 3: duplicate plane Brush 838: bounds out of range Brush 839, Side 3: duplicate plane Brush 839: bounds out of range Brush 840, Side 3: duplicate plane Brush 840: bounds out of range Brush 841, Side 3: duplicate plane Brush 841: bounds out of range fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) 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... HashVec: point outside valid range

what kann i make ?? --Mader6000

Map decompiling tools are not perfect. They are intended to allow you to look at a map and learn from it. They are not intended to allow you to take someone else's map and make changes. If you want to make changes to a map, you should contact the map's author and ask for the original VMF file.
Ethics lesson over. I have highlighted the errors in your compile log. Because map decompiling tools are not perfect, they create some errors in the form of bad brushes in the VMF. You can see that VBSP has listed which brushes these are. If you want to compile the map, you will need to fix these bad brushes. To do this, choose Map->Check for Problems in the menu and go through that dialog. This should fix the map and allow it to compile. Be careful that you may need to replace the broken brushes by hand or you will introduce leaks to the map. --Giles 06:36, 20 Sep 2006 (PDT)

HDR settings

City 17 will be in HDR but my real qustion was should i compile in expert mode with the the fast setting and should default compile take around 30 min. My compile is slow is that a problem and also should HDR take long to compile?---MrTwoVideoCards 2:35 Sep 17,2006 (PDT)

Don't know about HDR, but yes, a default compile of a larger map will normally take several hours. You should consider using the cordon tool to only compile parts of the map, to limit the amount of compile time required. However, tesselating textures (setting the texture sixe of a surface to 0.10 x 0.10 and having it repeat over a large area - especially if it's a light emitting texture (like white textures) where every drawing of the texture provides another light source) can contribute a great deal to the compile time. --Andreasen 19:26, 17 Sep 2006 (PDT)

Yeah i wasnt sure about that thankyou i thought i was doing something wrong.---MrTwoVideoCards 9:45 sep 20,2006 (PDT)


Problem With Physic .smd

I have created a keycard model and have done a few models before and they worked without any problems but now when I'm compiling my keycard model with studiomdl.exe this shows up:

WARNING: Bad collision model, check your smoothing groups!!!

WARNING: Truncating model!!!!

WARNING: hona_junk_keycard001a_phys.smd has bad smoothing groups

I can use the model but studiomdl.exe have created it's own physic model which isn't working well.

Here's something strange, when I make the physic model bigger it compiles correct but now I have a physic model which is 5 times bigger than the reference model.

I can assure you that I have done everything correct, I have even tried to remake the model but the problem still exists. I also tried to create a cube with textures and all and it worked perfect.

I'm using 3DS Max 8 with Cannonfodder's MAX6/7 SMD Exporter Version 2.03.

--Hona 15:30, 7 Sep 2006 (PDT)

Try making all the edges of the physics model soft. (NO hard edges) I hope that works. Cubedude 16:32, 13 Oct 2006 (PDT)

Weird Hammer Problem

I have downloaded and installed SDK about 10 times and still get the same problem, I run hammer through sdk or through a shortcut fix that some other article suggested and nothing happens, the process hammer.exe is running in taskmanager but nothing comes up, no error no nothing, any suggestions? I tried the refresh sdk content I tried starting the games and closing and trying it again and I tried reseting game info, also its not a firewall or anything liek that because I tried with it off. Also my system is athlon 64 3400+ with 2 gigs ddr 400 ram x800 pro and win xp pro. funny thing related to this i guess is that I get the same problem with HL2, not with any of the mods like css or dods. Also, face poser and model viewer work fine. -- Written by Blazercist.

Hmm i used to have that problem with half life 2 as well. I would click the icon but nothing would happen. The best thing you could try to do is reistall steam. If you want to grab all of your save files and other things and copie that to a folder.Thees never been an exact fix fortha but reinstalling steam worked for me. The only thing you will have to do is but all the MOD folders in the proper directory. ---MrTwoVideoCards 2:05, Sep 7 2006
You can add a signature to your question to know who we are helping, by clicking on the second button from the right. It will write "--~~~~", that will translate into your username and the time and date stamp. --Andreasen 14:15, 7 Sep 2006 (PDT)
I don't know if this will help, but I had a similar problem: I opened Hammer, and it wouldn't show anything and simply eat all of my CPU cycles. I figured out the problem with mine: I had messed up my mod's FGD. For some reason, I thought that comments were the script style "#" rather than C-style "//". Once I replaced that one pound with a double slash, Hammer started fine. It was a bit odd that it wouldn't start even if I chose a configuration that didn't use that FGD. --Kateye 19:25, 13 Oct 2006 (PDT)

Falling Ashs

Does anybody know how to achive the falling ashes effect much like the one used in Half Life 2 EP 1. It looks like a DoD snow fall but dark gray colored. It falls slowly so precipatation really doesnt work. Thanks..--MrTwoVideoCards 6:58, 13 July 2006 (PDT)

You could probably get close by changing the appropriate console commands with a point_clientcommand. I'm not sure whether that works in MP situations, but it certainly works in an SP mod. --Giles 02:17, 23 Jul 2006 (PDT)
ENV_PERCIAPTION - type ash, it wont work unless the mod is built with the august 06 update --Amckern 18:22, 28 Sep 2006 (PDT)

Well finnaly ive been waiting for an anwser on that for three mobnths or so. Haha thanks.--Gear 19:19, 29 Oct 2006 (PST)

Map executing won't work!

I have been making a map, and when I try to run the map, hl2, hl2dm or cs:s won't open the map! The programs are just going to the main menu and won't open the map! What should I do? -Someone

Read the compile process window for stuff like error, and warning, and fix them. Also check the ingame console for errors --Amckern 18:23, 28 Sep 2006 (PDT)

Making Player Models for Counterstrike Source

I work on a mod for Counterstrike Source and I would like to know what are the specificities of a model to work like a player model for css. I've tried to put an HL2 character's model as a ct_urban but it doesn't work; when I load a map a message error says: "Server is enforcing consistency for this file: models\player\ct_urban.mdl" --coco20053 (Oct 26th 2006)

Try going onto another server that doesn't enforce consistency. There are a lot of them, especially with Zombie Mod and stuff. Trleighton 14:02, 21 Nov 2006 (PST)

hammer not loading

everytime I try to start up Hammer it says "access is denied" everywhere I go, no one knows the answer.

use this shortcut might work

"C:\Program Files\Valve\Steam\Steam.exe" -applaunch 211 -runhammer (Oct 26th 2006)

Missing pupil texture

I've just started messing with the mod tools, and I'm trying to make some custom characters. I compiled the male_06 model that came in the source_sdk_content folder, but his pupil textures are missing. Everything else worked fine. Any ideas what would cause this? Dz 15:01, 25 Aug 2006 (PDT)

===I also have launching troubles=== Darkholexdk 11:30, 28 Sep 2006 (PDT) If i try to open SourceSDK it opens in the processes, but not on the process line. I can see that there is a process opened, but its not opening as a window.

I just tried to reintstall it, but it didn't work.

1.7GHZ, Ati RADEION 9700, 1.25GB RAM.

Regedit your key HKEY_CURRENT_USER\Software\Valve\Source\C:\Steam\SteamApps\SourceMods\modnamehere\Settings ScreenWindowed to 0 --Amckern 18:31, 28 Sep 2006 (PDT)

Thanks for your answer, but this does not seem to work. Any other ideas? --Darkholexdk 05:21, 30 Sep 2006 (PDT)

My question is solved, after a bit of reading i just deleted the sourcesdk folder, then started it, and it automaticly reinstalled itself. (Oct 26th 2006)

map compiling problem

im working on a surf map and i finaly made a nice jail but when i place'd the jail in my map and want to compile it i get a essage (Too many t-junctions to fix up!)and i was woundering what is this and how do i fix it ???

  • some one said it's that i have to many textures on my map so i deleted a part of the jail leaving just the basic box and it still didnt work so dont know what i have to do to make it work atm

anubis 14:32, 5 nov 2006 (GMT+1) ~~~~

I know this has been talked about before and resolved in the VERC forums, but I can't get there to provide you a direct link (stupid work firewall). If i remember correctly T junctions are where faces get split by interseting brushes, i think between func_Detail and word. Try cleaning up your brushwork or converting interesecting solids between func_detail and world. OR go search the VERC forums, a link is on here somewhere if google doesn't catch it --Angry Beaver 08:53, 5 Nov 2006 (PST)

hammer problem

ok so i was working on my map. my computer freezez and in a bit of rage i hit a few buttons hammer crashes i load it up and then this happens what is this i've tryed centre on 4 screens or what ever it is and i stil get the one big screen how do i get rid of this becouse making maps this way is gone take atleast 6 times as long anubis 14:32, 5 nov 2006 (GMT+1) ~~~~

maximuse the window - doubble click on the big blue section with the map name, and then click on the icon with the #L icon. Once you do that click view, autosize 4 views --Amckern 07:25, 11 Nov 2006 (PST)


Creating new factories

Hi, I'm doing a project for a class and our group would like to create our own bot so we tried to subclass the CHL2MP_Player. We quickly found that this wasn't going to work because we couldn't find where to instantiate our instance of the bot. But I recently found references to a map of class names which will return the instance created by a system of factories. I was wondering if you could tell me where and how I could add my own class name to the list of classes and in the correct place that when CreatePlayer is called it has our class name and our factory. Also our project is due on nov. 22nd so if you could answer this as quickly as possible that would be very much appreciated. Doogan 02:47, 11 Nov 2006 (EST) ~~~~

The bots at this time do not work - wait for the next SDK update, where Mike is saying that they should be fixed. --Amckern 07:27, 11 Nov 2006 (PST)

I'm not looking to use their bots, I want to make my own. I've made my own subclass, but I can't instantiate it until I can add the classname to the right locations so that I can override the GetClassName function so that it returns my class and has my factory associated with it. Then I want to develop the AI from scratch. I can load my bot, but it is no different from the the default bots. What I want to do is create a separt entity so I can edit mine without altering valve's. I will be searching for what to do on my own in the mean time, but sometimes the Visual Studio searches don't work as well as I would like them to, and sorting through 2900 files is a very time consuming task, but I have found the definition of GetClassName, but it was a virtual definition, so it didn't actually have the information I needed. When I tried to search for other definitions I got errors saying it was defined, but that just means it can't find the definition in the project I was looking in, which in this case was the hl project. I could check the client project in the solution to see if the definition is in there, but I was hoping that someone knew off the top of their head which files contain the data I need to get this thing to instantiate so that way I don't have to scrap all the coding I've done so far, and have all that work be a waste. Doogan 13:44, 11 Nov 2006 (EST)

How to use Custom Sky?

How can i exactly install a custom 2D sky to the source engine ? As an example i would like to have a deep space sky with stars all around.. But i first of all, don't know where to find one of those (Allthough i could use the one from the old half-life) and i don't know how to install it with the other skies ? Unsigned comment added by DA9L (talkcontribs). Please use four tildes (~~~~) to sign your username.

Check out my user page, it includes everything you need, no this isn't a shameless plug I'm serious. It contains an earth orbit skybox and has it implemented on a level as an example. Modifying it for deep space would not be too dificult, simply replace any of the .vtf files that contain a picture of earth with any of the remaining images. --Angry Beaver 13:30, 16 Dec 2006 (PST)

sdk_water crashes CS:S on startup

I am trying to get the sdk_water example working under Counter-Strike: Source, but whenever I compile the map and run it, you see the CS:S loading screen, then crashes with the following error:

The instruction at "0x101e3e2c" referenced memory at "0x0d62a1a0". The memory could not be "read".

When I compile the same map and run it under plain Half Life 2, it works perfectly. Also any simple map (a hollow box with 2 spawn points and a light) crashes it aswell, but will work fine under HL2.

HL2 ignores my .DLLs

Over the last days I've tried to build a simple mod that changes just a few aspects of vanilla HL2. Bullet spread, projectile speeds, stuff like that.


When running my mod from the custom run_mod.bat (app 215) everything works as it should, though the HL2-maps aren't accessible, and 'New Game' gives just an error.

As soon as I try to run my mod from the games list within steam, with my gameinfo.txt set to HL2 content (app 220), the engine seems to fall back to the vanilla HL2 DLLs and all my changes are gone.

Help? --DigitalAngst 04:48, 27 Dec 2006 (PST)

Use GCFScape to extract the maps from the HL2 GCFs and put them in the maps folder of your mod. Solokiller 08:33, 27 Dec 2006 (PST)

True, this is a possible way. But it requires insane amounts of harddisk space. 635 MB for maps, and (thanks to the fact that I'm playing a non-english version and need to unpack the voices too) about 750 for sounds. Plus I couldn't distribute it even if I wanted to. Yet I've seen mods (SMOD for example) who run perfectly a) with "Game 220", and b) don't need to decompress anything. Now, how'd they do this? Magic? --DigitalAngst 11:14, 27 Dec 2006 (PST)

Answered Questions

Problem Involving filter_activator_name and trigger_multiple

Hi, First off I'm not sure if I should have put this at the bottom, I'll move it if so. Soooo....I'm having a bit of a problem connecting filter_activator_name's to trigger_multiple's. I'm trying to create the effect of a dead superheadcrab on an electrified catwalk with electricity arcing between the two from "random" points.

Here's my set up: I have three trigger_multiple brushes names trigger_electrocrab_1, 2, and 3 end to end over an "electrified" catwalk, so that the catwalk is divided into 3 zones based on length. There are three filter_activator_name entities named filter_electrocrab_1, 2, and 3; six env_beam entities, a couple dozen info_targets divided into three groups, with the env_beam's in each group all having the same name, and one prop_ragdoll with our cute little headcrab model. Each trigger_multiple has the Filter Name property set to the name of the respective filter_activator_name (1 for 1 and so on), Has Delay Before Reset set to 0, and the Everything flag Checked, with all other flags unchecked (I also tried physics objects flag, didnt work either). There are two outputs for every trigger_multiple, OnStartTouch and OnEndTouch, with fire TestActivator for the associated filter_activator_name. Each filter_activator_name has "allow entities that match criteria" set and Filter Name set to electrocrab, the name of the prop_ragdoll. Outputs are OnPass toggle for two of the env_beams each. The env_beams have the toggle flag checked, the appropriate sprites and everything, and one of the three info_target groups for the start entity with the prop_ragdoll as the ending entity. The prop_ragdoll is hovering over the first trigger_multiple so that when he fell into it it would start the env_beams. At least, I wish it did. When I run the map there are no electrical arcs.

I'm using this crazy system with trigger_multiples and filters, btw, so that if the player shoots the dead crab further along the catwalk the electrical arcs are generated from a closer point for a more realistic "path of least resistance" effect, and so that if the crab is shot off the catwalk the beams cease. I've also tried putting the filte_activator_name names in the filter name field of the associated env_beams. Please help, thank you.

--Mrhappy 21:51, 24 Dec 2006 (PST)

First of all, you only need one filter, since they all allow the same entity. To actually handle physics objects though, you need to change the spawnflags of your triggers.—ts2do 21:28, 26 Dec 2006 (PST)

If I only need one filter does that mean that the trigger_multiples should be hooked directly to their associated env_beams, I have the filters activating the beams directly with the OnPass output, oh and I tried setting the physics flag --Mrhappy 03:02, 27 Dec 2006 (PST)

Send to me the vmf tsdodo@gmail.comts2do 10:33, 27 Dec 2006 (PST)

In case anyone else is wondering turning off phsics debris flag on the ragdoll was the answer --Mrhappy 21:55, 30 Dec 2006 (PST)