Re: check whether brush based entity is being drawn
Posted by xconspirisist on
Fri Nov 14th 2003 at 9:39pm
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How would I check wether a brush based entity is being placed on the map, and being drawn ?
Re: check whether brush based entity is being drawn
Posted by Vash on
Fri Nov 14th 2003 at 11:00pm
Posted
2003-11-14 11:00pm
Vash
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The second one fishy :biggrin:
Re: check whether brush based entity is being drawn
Posted by Jinx on
Fri Nov 14th 2003 at 11:58pm
Posted
2003-11-14 11:58pm
Jinx
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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'.
Re: check whether brush based entity is being drawn
Posted by xconspirisist on
Sat Nov 15th 2003 at 12:32pm
Posted
2003-11-15 12:32pm
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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 ?
Re: check whether brush based entity is being drawn
Posted by Vash on
Sat Nov 15th 2003 at 2:49pm
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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 :biggrin: .
Re: check whether brush based entity is being drawn
Posted by Cash Car Star on
Sat Nov 15th 2003 at 4:48pm
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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.
Re: check whether brush based entity is being drawn
Posted by xconspirisist on
Sat Nov 15th 2003 at 11:44pm
Posted
2003-11-15 11:44pm
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Yes, I haved edited source code.
Impulse 106 returns nothing
I guess, it just isnt working then ?
Re: check whether brush based entity is being drawn
Posted by Cash Car Star on
Sun Nov 16th 2003 at 2:09am
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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.
Re: check whether brush based entity is being drawn
Posted by Gollum on
Sun Nov 16th 2003 at 9:26pm
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Right, I thought this might as well be on the forums rather than PMs - but thanks for your message XC :smile:
I'm afraid my peers have misrepresented me :sad: 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 :sad:
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 :smile: