Check for problems
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Re: Check for problems
Posted by OtZman on Fri Oct 24th at 1:57pm 2003


When I "Check for problems" a lot of problems appear like: "Entity (light) has unused keyvalues", "Solid Entity(button_target) is empty", "Solid Entity(func_breakable) is empty", "Solid Entity(func_door) is empty", "Solid Entity(func_door_rotating) is empty", "Solid Entity(pushable) is empty", "Solid Entity(wall) is empty". The thing is that my map appears to run and work fine. It seems like the problems don?t matter. And if I press the "Fix" button when any of the "Solid Entity(xxx) is empty" problems are marked they are deleted. Why do these problems appear?





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Re: Check for problems
Posted by KoRnFlakes on Fri Oct 24th at 2:10pm 2003


they have no values & arnt being used.

Its like having a light bulb thats not being lit, its useless.

[addsig]




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Re: Check for problems
Posted by Adam Hawkins on Fri Oct 24th at 2:15pm 2003


You probably have more than one fgd loaded into Hammer. Fgd's for other MODS may have extra properties for some entities, which aren't relevant in other MODS so become 'empty values'. I get lots myself when using/switching between both the Frontline Force and standard HL fgds. [addsig]



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Re: Check for problems
Posted by ReNo on Fri Oct 24th at 3:47pm 2003


The only time I've ever had the "... is empty" error occur is when I've created an entity, and then try and tie it to an entity again. You will be given a dialog box asking whether you wish to create a new entity or tie it to the old one. If you create an new one, then the old one is not deleted but simply no longer linked in with the brush. This leads to an entity being "without a home" so to speak. The editor tells you this is the case by saying the entity is "empty".

To fix the problem select the error from the list, and press the "go to error" button. Now close down the error checker, and simply press delete. This will delete the entity. Do this for each and every entry in the error list (I'm afriad there is no way to do this in one), and your all sorted.

The other error about "...has unused keyvalues" is kinda as korn said. If for example you give a func_wall a direction on the compass thingy in entity properties. Some entities do not make use of all the keys in their properties (most new FGDs have weeded these out though) and so if you give that key a value, it will let you know that it was pointless by telling you so in the error list. Its not a critical error however, and will have no negative effects on the map, so don't feel you need to do through and remove unneeded values or anything.

[addsig]



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Re: Check for problems
Posted by matt on Fri Oct 24th at 5:14pm 2003


Like, why did you post this topic twice? [addsig]



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Re: Check for problems
Posted by Campaignjunkie on Fri Oct 24th at 11:20pm 2003


Another way to create "empty" brush entities is to delete all of the brushes that compose a brush entity individually with "Ignore Groups" on. I think... Just in general, convert To World before deleting brushes and make sure "Ignore Groups" is off or that the brush isn't the last component of an entity. [addsig]



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Re: Check for problems
Posted by OtZman on Sat Oct 25th at 2:38pm 2003


? posted by matt
Like, why did you post this topic twice?

Something went terribly wrong...

[addsig]




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Re: Check for problems
Posted by matt on Sat Oct 25th at 2:42pm 2003


I suppose I'll forgive you then. [addsig]




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