Posted by xconspirisist on Fri Nov 14th at 9:39pm 2003
xconspirisist
member
307 posts
61 snarkmarks
Registered: Feb 26th 2003
Location: UK

Occupation: Student
Posted by Vash on Fri Nov 14th at 9:40pm 2003
The hell?
[addsig]Posted by fishy on Fri Nov 14th at 10:08pm 2003
i think what Vash is saying is,
could you be a tad more specific, as there are a number of ways to verify the existance of most things that you may add to a map. probably the first avenue to explore would be looking in hammers 3D window. if you can see it, then it's probably there. another (more laborious but more accurate) way would be to compile the map and play it.
hope this helps
Vash
then again, he might just be saying
"the hell?"
Posted by Hornpipe2 on Fri Nov 14th at 10:22pm 2003
console->
gl_wireframe 2
[addsig]Hornpipe2
member
636 posts
94 snarkmarks
Registered: Sep 7th 2003
Location: Conway, AR, USA

Occupation: Programmer
Posted by Vash on Fri Nov 14th at 11:00pm 2003
The second one fishy ![]()
Posted by Jinx on Fri Nov 14th at 11:58pm 2003
what kind of brush based entity is it? if it's a func_wall or something obviously you'll... see it. some may be 'there' but not literally 'drawn' (no polies) depending on their settings and what you are using them for.
basically, like vash said, 'the hell' erm 'we need more information'.
Posted by Dr Brasso on Sat Nov 15th at 4:00am 2003
forgive my obvious ignorance, but name me one brush based entity that does NOT show up in hammer? not in a compiled map, but in HAMMER...BBE's show up pink for identification from the rest of the brushes, and even in a visgrouped section, they are still....pink....mauve, or what the hell ever color you prefer to call it...please elaborate....need more info ...
Doc B...
in other words..."the hell??" ![]()
Dr Brasso
member
1878 posts
198 snarkmarks
Registered: Aug 30th 2003
Location: Omaha,NE

Occupation: cad drafter
Posted by xconspirisist on Sat Nov 15th at 12:32pm 2003
Oh, sorry for a crappy post.
Its showing up in hammer fine - and everything compiles, and I can play. But its an 'invisible' entity within the game, just like a func_ladder - and I want to check that the game is actualy placing the entity within the level.
Its a custom bbe, and I wasnt sure whether I need to tell the game to check the bsp for the entity, so it can draw it if it exists, er, gollum ?
xconspirisist
member
307 posts
61 snarkmarks
Registered: Feb 26th 2003
Location: UK

Occupation: Student
Posted by Vash on Sat Nov 15th at 2:49pm 2003
Ah, thats an easy one. Go ingame, make sure sv_cheats 1 is activated, look at the entity thats invisable, and you dont think is being drawn, and type "impulse 106" in console (yes, skip a space after the e). It'll tell you information about what entity you are looking at
.
Posted by Cash Car Star on Sat Nov 15th at 4:48pm 2003
If by "custom brush based entity" you mean, you made one up and added it to the fgd without modifying code anywhere, then it's not going to be displayed at all in game. If there's no code for an entity, the game engine will toss it right out. You'll know this because the console says something like, "Couldn't init func_imaginary" when the map loads.
If by "custom brush based entity" you mean, you made a new mod and coded a new entity, then what you have is a coding problem, not a mapping one, and I'd suggest wavelength or PMing Gollum.
Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Posted by xconspirisist on Sat Nov 15th at 11:44pm 2003
Impulse 106 returns nothing
I guess, it just isnt working then ?
xconspirisist
member
307 posts
61 snarkmarks
Registered: Feb 26th 2003
Location: UK

Occupation: Student
Posted by Cash Car Star on Sun Nov 16th at 2:09am 2003
I fail to see how you think we might possibly be divining that information. If it's not showing up, it most certainly is a coding error, not a mapping error, and asking for help in a mapping forum while not providing any background info is, simply put, going to lead only to disappointment. I seriously suggest talking to the guys at a coding site - or at the very least describing your problem accurately and fully, and not forcing us to fill in the gaps. We want to help, but when you leave us in the dark about everything we can't. For example, you haven't stopped to think "perhaps telling people HOW I created this entity from the source code may be relavent."
As an answer to the question originally asked, though, Hornpipe has the answer. It doesn't really solve your problem, but it is the answer.
Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Posted by Gollum on Sun Nov 16th at 9:26pm 2003
Right, I thought this might as well be on the forums rather than PMs - but thanks for your message XC ![]()
I'm afraid my peers have misrepresented me
They seem to think that I'm a good coder, but I'm not. I am a very poor coder. I am very good with entities, but that's a different skill.
I haven't done any coding that involves the VGUI. The only idea I have is this: if the CS sourcecode is available, then look at how the buyzone works and mimic that in your code. Of course, the CS sourcecode is probably not available anywhere 
One thing to check is to see whether you are actually compiling and running the new mod. at all. I know this sounds dumb but it's easy to get confused (I did...many times). Before you do any proper coding, test that you can compile the HL sourcecode and then make a small change (like, change the damage that a weapon does or something). That way you know that you have the basics right.
Also, you *must* fix any compiling errors. I expect you knew that already though.
Finally, if something isn't working and you don't know why, try debugging it. This can be done by inserting "alerts" in the new code. To see if your entity has been spawned by the game, insert this right at the start of your spawn function (after the first "{" sign):
ALERT( at_console, YAY, I spawned the entity );
You can often use this method to work out *precisely* where your code is going wrong - just see how far down the custom code the game gets. If there are a lot of "IF" clauses, then put an alert after each one to see whether it is called.
Other than that, just stick with the tutorials from WaveLength. Good luck ![]()
Gollum
member
1268 posts
207 snarkmarks
Registered: Oct 26th 2001
Location: Oxford, England

Occupation: Student
Snarkpit v6.1.0 created this page in 0.0129 seconds.

