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May 31 2011, 02:38 AM
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#1
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
Whenever I throw a weapon in the map I'm working on, the game freezes. I've tried it with all the weapons and it freezes with all of them (except the torch which can't be thrown).
Is there something I need to do to make this work? |
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May 31 2011, 09:04 AM
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#2
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,195 Joined: 11-April 08 From: Santiago, Chile Member No.: 3 |
Oh my. It's been such a long time since any of us looked through Zeno Clash configurations in Source. I think there should be an entity that controls whether you're in combat mode or idle, and I think that has to be set (unless I'm mistaken and it defaults to something if it doesn't exist). Are your fists visible when the level loads? Can you throw punches? If you remember the 'throwing weapons' code was added as an update after we released the game, so we probably only tested it in level environments that were fully operational.
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May 31 2011, 07:02 PM
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#3
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
I executed the zenocombaton command through the console and I could see my fists. I don't think I could throw the weapons without that command.
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May 31 2011, 09:58 PM
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#4
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,927 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
Are you spawning the weapons with a command line or are they pre-placed in Hammer? Do both cases cause the same results?
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May 31 2011, 11:02 PM
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#5
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
They're placed in Hammer. I'll try it with the console.
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Jun 5 2011, 02:47 AM
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#6
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
Yeah same thing. It still freezes up.
I've got some .mdmp files if that helps. |
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Jun 5 2011, 01:34 PM
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#7
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,927 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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Jun 30 2011, 02:53 AM
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#8
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
I think I've worked it out. I checked out the example map from the SDK and copied across the logic_auto (with Output OnMapSpawn,playerproxy,SetCombatMode,1,0.00,No) and and the logic_playerproxy named playerproxy, and it worked.
If you want to start without weapons then add another output to the logic_auto: OnMapSpawn,playerproxy,SetCombatMode,0,0.01,No (I didn't try setting it to 0 to start with, so it may work that way too). |
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Jun 30 2011, 10:09 AM
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#9
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,927 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
I think I've worked it out. I checked out the example map from the SDK and copied across the logic_auto (with Output OnMapSpawn,playerproxy,SetCombatMode,1,0.00,No) and and the logic_playerproxy named playerproxy, and it worked. If you want to start without weapons then add another output to the logic_auto: OnMapSpawn,playerproxy,SetCombatMode,0,0.01,No (I didn't try setting it to 0 to start with, so it may work that way too). Congratulations on getting around the problem (and also for making me feel like something I knew before sounds like gibberish to me now Hopefully your project is coming along nicely. |
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Jul 4 2011, 07:47 PM
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#10
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
Thanks. It's getting there slowly, but surely.
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