Hello everyone. I am pleased to report that the airport map I have been working on is almost finished. There’s only one problem that’s keeping me from progressing. I have an ai_trigger at the bottom of some stairs. When the player touches the trigger, I get kicked out of rtcw, and back to my desktop. I don’t get any error messages, just a crash to desktop. I set up the trigger just like my other triggers. Strangely, when I touch other ai_triggers, the game don’t crash. Could someone help me?
EDIT: Some other ai’s aren’t spawning when I touch an ai_trigger. I double checked my map and ai script, and nothing is wrong. Could I have possibly made too many brush entities?
When I click “Edit” in the gtk radiant editor, and click map info, here’s what it says:
Total Brushes: 607
Total Entities: 203
Net Brush Count (non entity): 402
Crash to desktop when touching ai_trigger
How much to me does not change memory, at me such problem in my opinion was not.
You can try to start something?
[QUOTE=Eugeny;231256]How much to me does not change memory, at me such problem in my opinion was not.
You can try to start something?[/QUOTE]
The ai triggers in my map only spawn other ai, they don’t do anything else.
I’m sure it’s not the ai. Before I put the ai_triggers in the map, the ai were fine. As soon as I put in that ONE trigger, my game crashed. :eek:
I did delete it. I put another ai trigger in it’s place, which spawned the same ai. When I went into the game, and touched it, the game crashed. Look at my first post in this topic. Maybe I have too many brush entities.
Clicking Edit, then map info brings up the same info as pressing m. I have 607 total brushes, 203 total entities, and 402 net brush non entities. I’m pretty sure I have had more brushes and entities in past maps. Like I said, it’s just that one trigger sitting on the stairs. I moved it up the stairs some for the heck of it, and the game still crashed when I touched it.
This is a serious issue. If I can’t get past this problem, my airport map won’t be finished.
[QUOTE=ronboy;231265]Clicking Edit, then map info brings up the same info as pressing m. I have 607 total brushes, 203 total entities, and 402 net brush non entities. I’m pretty sure I have had more brushes and entities in past maps. Like I said, it’s just that one trigger sitting on the stairs. I moved it up the stairs some for the heck of it, and the game still crashed when I touched it.
This is a serious issue. If I can’t get past this problem, my airport map won’t be finished.[/QUOTE]
At me on a map tomb1
Total Brushes 3046, total entities 715, net brush count 976, all works.
At our Russian forum on mapping rtcw has found, the maximum quantity entities nearby 1600.
Thanks Eugeny. But the game still crashes when I touch that stupid trigger. I have touched every trigger in my map, and the only one that crashes my game is the one on the stairs.
Here’s my ai script file for the trigger.
trigger action7
{
alertentity ss3
alertentity pilot2
alertentity airport_officer
alertentity ss5
}
EDIT: I just found something out. I made another ai trigger that spawns ss5 and airport officer. When I touch it, the game don’t crash, and they spawn. BUT, when I touch the trigger that spawns pilot2 and ss3, the game will crash. Something is wrong with one of these two ai’s.
You at ai have correctly set up skins?
I tried for ai to make yesterday model, have compiled, have put in a folder with game, and at map loading, me have thrown out on a desktop.
[QUOTE=Eugeny;231270]You at ai have correctly set up skins?
I tried for ai to make yesterday model, have compiled, have put in a folder with game, and at map loading, me have thrown out on a desktop.[/QUOTE]
That’s not it. I finally fixed the problem. I had to delete ss3, and rename him to interrogate_ss. I think it crashed when I touched the trigger because I wanted ss3 to shoot pilot1 dead. I used the “fireattarget” command, so that’s probably why the game crashed. I’m glad it’s working, and thank you Eugeny.
To me interesting and here a name entity?
Can at you still there is something with the same name?
I originally had ss3 shoot pilot1 dead. Pilot1 was deleted completely from the map and script. Pilot2 is still there, but I renamed him to just pilot.
You know that command “fireattarget”? I used that, and I think that’s what caused the crash. If that was the problem, I wouldn’t recommend using “fireattarget” in a map.
[QUOTE=ronboy;231275]I originally had ss3 shoot pilot1 dead. Pilot1 was deleted completely from the map and script. Pilot2 is still there, but I renamed him to just pilot.
You know that command “fireattarget”? I used that, and I think that’s what caused the crash. If that was the problem, I wouldn’t recommend using “fireattarget” in a map.[/QUOTE]
In a management it is written:
fireattarget <targetname> [duration]
This will tell the AI to fire at a specific target once. If you add a DURATION you the AI will shoot for the duration.
Most likely fireattarget it is used for simple objects, and for ai to use attack ainame more correctly.
attack [ainame]
This will tell the AI to attack an AI.
Open a map escape1, and find that place where soldiers shoot from below through a floor.
Ah, I see. I’ll still use the dead allied soldier model instead of having the guard shoot the pilot. I still don’t understand why the only way to stop the crashing was renaming the ai.