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ACE Team Board > Zeno Clash > Editing
tschumann
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?
Andres Bordeu
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.
tschumann
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.
Carlos Bordeu
Are you spawning the weapons with a command line or are they pre-placed in Hammer? Do both cases cause the same results?
tschumann
They're placed in Hammer. I'll try it with the console.
tschumann
Yeah same thing. It still freezes up.
I've got some .mdmp files if that helps.
Carlos Bordeu
QUOTE (tschumann @ Jun 5 2011, 02:47 AM) *
Yeah same thing. It still freezes up.
I've got some .mdmp files if that helps.


Send them to me and I'll check with David and see if I can find out why it is crashing. It has been quite a while since we use Source...
tschumann
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).
Carlos Bordeu
QUOTE (tschumann @ Jun 30 2011, 02:53 AM) *
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 laugh.gif )

Hopefully your project is coming along nicely. smile.gif
tschumann
Thanks. It's getting there slowly, but surely.
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