Here’s my problem. I have a train script mover which is heavily based on the tank script from goldrush with 4 attached dynamite gamemodels (2 translucent, 2 opaque which appear/disappear when certain objectives r met, like truck goldbars), when my train moves along it gets to a point where the models that r shown just disappear for no reason and then I can’t call them back to appear again. I’ve gone through my script and found no calls that make them invisible at the certain points they disappear and i’ve also removed any invisible calls but still no luck. Can anyone help?
attached models magically disappearing
If those *_movers moves it will disappear if the spline its following has a typo or has a mistake in it. Actually, it will not disappear, it’ll go to the map’s origin, at 0 0 0 (X/Y/Z)
I suggest you check the area where 0 0 0 is located if it’s in the map’s hull. Double and triple check for typos.
i also had a problem similar, turns out it was a spline with a control name, where i removed the control altogether… it just took off to some wierd arch outside of my viewing area… i would double check your splines near where it dissapears
i don’t thinks its a spline control problem. I have also noticed that my attached models of my other scriptmovers also disappear after about 5 seconds when the map starts . The wierd thing is that I had no problems when I first put in my script movers, its only after doing other areas of the map then coming back to it that I found these problems. Maybe its a limit prob, i have 83 misc_gamemodels, 57misc_models, 13 spline controls, 179 spline_mains, 53 func_groups and all other numbers are rather small. R any of these over the limit?
The map wouldn’t load if you had too many models. I still think it’s a spline name typo.
After hours of testing i found that the problem has nothing to do with the splines at all. It seems that if I only BSP my map it all works beautifully, but as soon as i include a vis compile then the disappearing effect happens. Now i 've tried using hint brushes where they disappear and that does nothing so I was hoping someone could explain about the vis compile process, why this disappearing could happen after vising, and if there were any switches or ways to combat the problem.
Hey up Ausman
I have a problem with dissapearing script movers. The mover gets to a certain point along its route then lo and behold vanishes! The mover is a custom mover and the solid visible part of it is the bit that dissapears. The rest keeps going.
Did you find the cause of your dissapearences and did you find the cure??
There are no errors with my splines btw.
Hope you can help
Well I haven’t cured the problem but I worked out that when the attached models disappear, if I then call for them to be invisible then set them to be default they will appear again. As for your problem with the actual script mover model disappearing, I haven’t got any real solutions, besides being a spline control problem I can’t think of what else it might be. I would try taking out your script mover and placing it in a big single room test map and see if the problems still exist, if so it could be a script problem or spline issue.
the scripts tend to be quarky…
say if I did something simple like this…
I only put the relevant part of the script - the removal of the *_mover
namethis
{
trigger move_around
{
gotomarker point_7 3000
wait 700
remove
}
}
now before I had it saying “wait 650 / setstate invisible” that only worked when it felt like it…so I had to go to the removal point.
So with that …why don’t you post the peice of the script so we can see it ? Then we can help better.
hummmm
The mover used to live in a box map and worked just fine. The dissapearing problem has begun since I transferred all the entities from my entities only box map into the full map. Where the train dissapears is where one region of the map meets another on a bend. At this point is where a hint brush is used to divide the map. I tried removing the hint brush and the train still dissapears.
Ive checked all the splines and this part of the movers script hasnt been changed either…
!!! will keep looking this evening
lol eb
if its vis then maybe its just a problem with detail brushes blocking the tank model
Over complex portal layout would be the most likly culprit. Load up the prt in rad and see what you got going on at that point in the map.
maybe its when it goes through a hint brush, sometimes stuff disapears in one of those brushes
I just wanted to analyze the situation…“if it wasn’t the script then it must be this” kinda thing.
Thanks for the ideas all - muchly appreciated
I’m out of ideas on this one (no surprise there tho)
EB - it’s not a script problem 99.9% sure
Oxygen - tried a compile without hints - same result
Detoeni - over complex poratl layout…!! Sounds interesting and a bit worrying seeing as the map is so far near completion. Can you explain this business of loading up the prt. in rad and what I’ll be looking for?
Thanks again
I figured it wasn’t the script, but I don’t know how experienced you are, so I have to start from ground 1.
try using a skip brush running parallel to the vehicle, if that doesn’t work try the other side, unless you know which side the bsp split is on. Again, I do not know how experienced you are. Use the skip brush the same way as a hint brush would be used.(skip and hint are opposite workers) Can you give us more info. ? —I’d hate for you to have to start the map over. 
EB - understood and appreciated
I don’t understand this business of a skip brush running parallel to the vehicle though.
would you like to take a look at the map and script files, I could email them so long as you don’t leak them!
Z1 - Ill try a meta only compile right away
Thanks again
ok…latest is that the mover stays visible with just a meta compile!!
now what???!!!