'misc_models' with animate spawnflag has 'frames' set to 0


(rambo13) #1

ive tried to get my map working for about a month but still no success

error is: ‘misc_models’ with animate spawnflag has ‘frames’ set to 0
i think it has something to do with the constructable crates flagg what moves… i had one spawnflag unticked… thought that fixed the problem but still the same error

my map: http://ltk.pri.ee/upload/V2Depot.map


(RayBan) #2

the flag on construction crates which is animated, has to also have the frames set, so you
probably have the start_animate ticked, but did not set the number of frames in tha animated model.

just add a key/value for the frames, which for the constuction flag is 190 i believe.

key/value
frames 190


(rambo13) #3

hmm i forgot to mention that i had that ok from the start… everything is just like it supposed to be… i decomplied some maps and they got exactly same thing as i did but i still got the error


(RayBan) #4

from looking at your map, you have this


// entity 491
{
"spawnflags" "65"
"targetname" "alliedconstruct_n_materials"
"model" "models/mapobjects/cmarker/cmarker_crates.md3"
"origin" "-5142 -1190 -817"
"angle" "90"
"skin" "models/mapobjects/cmarker/allied_crates.skin"
"classname" "misc_gamemodel"
}

what are the spawnflags 65? this is probably causing the error


(rambo13) #5

i found the thing and fixed it, but i still got the same error


(RayBan) #6

well then… somewhere, you have got a misc_gamemodel with spawnflags set to animate,
and it shouldnt be. your just going to have to check all of your misc_gamemodels.


(RayBan) #7

checking again in your map,


// entity 438
{
"spawnflags" "2"
"origin" "-1250 -1797 -544"
"model" "models/mapobjects/pak75_sd/pak75_s.md3"
"angle" "135"
"classname" "misc_gamemodel"
}

this one is set to animate, but no frames/fps/start frame set… so remove the spawnflags 2

also here,


// entity 498
{
"frames" "190"
"spawnflags" "50"
"modelscale" "0.4"
"origin" "-1479 -822 -935"
"model" "models/mapobjects/cmarker/cmarker_flag.md3"
"skin" "models/mapobjects/cmarker/allied_cflag.skin"
"angle" "90"
"targetname" "alliedladder_n_flag"
"classname" "misc_gamemodel"
}

that last one should be spawnflags 2… you seem to have some wierd spawnflags set
on these models, when there are only 2 spawnflags that can be set, lod and start_animate,
and i believe the lod one doesnt work… so if you intend a misc_gamemodel to animate
from its own entity ( not via script ) then you should set the spawnflags to 2, and setup
the frames/fps/start as needed, and if you dont intend to animate the model, then
when you load it, do not add or set any spawnflags at all.

also, its easier to check the settings on the models if you load the map into a text editor and
do a search for misc_gamemodel, so you can see how they are setup… instead of checking
in radiant, its just quicker that way.


(rambo13) #8

when fixing these thing i found a pretty odd bug, the last one i had only start animate ticked… but somehow radiant has managed to put the spawnflags 50… unticked and ticked again and it went back to 2 as normal

and still not working… and btw the compiling ended a bit strange
— FilterStructuralBrushesIntoTree —
5307 structural brushes
35123 cluster references
— FloodEntities —
Connection closed.


(rambo13) #9

anyone knows? and whats that flood entities?