Problem with a Tank repair / BBOX linked to world origin ?


(Yatta) #1

Hello again - spamming questions.

I have a problem with a tank i cant repair. It could be pretty simple but i cant solve it.
Here’s the situation :

TANK1 works alright - moves, can be damaged and repaired.
TANK2 moves and can be damaged, but not repaired.

After many checks :

  • the two tanks systems are identical (appart from the targetnames & such of course).
  • the two tanks scripts are identical (except for the paths - and script are not overlaping).
  • when TANK2 gets damaged, it triggers an announcement (works), stops the tank (works), and try to “kill” the constructible : does not work.

Debugging script, the only clue i have is that when the “kill TANK2” happens, theres a warning :
“BBox entity is being linked at world origin”

I checked the .map file for inappropriate common/origin textures, checked the tank elements many times, theres no problem with the origin thing. Beside TANK1 is built the same way and works.

All in all, what i understand is that when TANK2 is damaged, its somehow not registering the fact its “ready to be built again”.

Im really lost now, any help would be welcome.


(UJERebel) #2

What if you delete the first tank?


(nUllSkillZ) #3

It seems that something TANK2 related hasn’t got an origin.
Not sure if this is relevant for the behaviour.

There is at least one other working map with two tanks from loffy.
Can’t remember the name.


(Magic) #4

@ nUllSkillZ - Loffy made a map called Total tankrace with 2 tanks

here you have his sourcefile - to see how he did it

Total Tankrace Beta3


(Yatta) #5

The “BBox entity is being linked at world origin” seems to be not relevant :

I looked at ET sources, found this warning in it, didnt understood much but saw the name of who wrote this line, so I contacted the coder (yes, - i was that desperate !) who kindly told me that this warning can be ignored since the only thing it could cause is visual problem.

Your posts tough made me think of something, one option I didnt tought of : maybe the “is tank” flag does more than puting an Tank icon on the command map. Ill try to remove that and tell you if it works.

Thanks Magic for that source, ill check it too.


(Yatta) #6

[b]Solved.[b]

At last that problem is fixed ! I was very surprised when i first could repair the tank as it was a script debug run and didnt excpect it to work. I cant really tell for sure what was wrong, but heres what i did :

tank_02 // the mover (the tank clips brushes)
{
(…)
death
{
(…)
kill tank_built_second_ent // i kill the constructible
alertentity tank_built_second_ent // i alert the just-killed constructible
(…)
}
(…)
}

For some reason i had to kill then alert the constructible, which i do not need to do with tank_01.
Anyways, im glad this is solved at last. Believe it or now this script bug has annoyed me since 2007 ! (ok, I didnt touch the map since back then too …)