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[Bug] Train reset on new round #55

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spark512 opened this issue Aug 23, 2016 · 26 comments
Closed

[Bug] Train reset on new round #55

spark512 opened this issue Aug 23, 2016 · 26 comments

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@spark512
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spark512 commented Aug 23, 2016

From ReHLDS issue # 238 - rehlds/rehlds#238

I read somewhere that trains are bugged on cs 1.6 because they dont follow the new round event. If a train gets activated and the round ends before it reaches the destination, when a new round starts, the train is not properly reset, it's position is set back to start, but it is still active and going towards the destination. Can anything be done to fix this and make trains properly reset on new round?

I've noticed this problem on zombie escape maps, i've attached a map where this happens. To reproduce this problem, go to the end of the map and press the last button that starts the train. When the train start to move kill yourself and go to spectator so the round ends. When the new round begins, the train's position is set to start, but the train keeps going to the end. The same thing happens with the metal bridge in the middle.

zm_mechanix_escape_v2.zip

@s1lentq
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s1lentq commented Aug 23, 2016

This bug has been in the official version gamedll from Valve?

@spark512
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yes

@fuzun
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fuzun commented Aug 24, 2016

I noticed it as well. (In HL when new level gets loaded while you ride)

s1lentq added a commit that referenced this issue Aug 24, 2016
@s1lentq
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s1lentq commented Aug 25, 2016

@spark512 please check and tell me if the issue is resolved.

@spark512
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Yes, i just tested it, works perfectly. The train gets reset properly on new round. Thank you very much.

Another thing i noticed is the buttons dont reset as well. Could you make buttons reset on new round as well? Should i open another issue for that?

@WPMGPRoSToTeMa
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WPMGPRoSToTeMa commented Aug 25, 2016

Should i open another issue for that?

Yes, and I think would be great to create a general issue about properly entity reset.

@spark512
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I found a problem, some of the automated trains which are supposed to be running were also reset. I'm talking about the elevators and the crushing pistons going up and down. They are supposed to be running automatically, but they were reset and deactivated on new round.

Can you distinguish between entities that should be automatically activated and ones that need to be triggered by a button? Can those entities be filtered out somehow?

@WPMGPRoSToTeMa
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WPMGPRoSToTeMa commented Aug 25, 2016

@spark512 can u give a map with this sort of trains?

@spark512
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Look at the first post, i attached zm_mechanix_escape_v2.

It has both types of trains, automatic ones(elevators and piston crushers) and activated ones(middle brigde, platform going up, escape train).

@WPMGPRoSToTeMa
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WPMGPRoSToTeMa commented Aug 25, 2016

@spark512 we need restart the trigger_once for this (but it is already removed by self).

So, trigger_once is not good solution in this map to start func_train, better use something like func_door.

@spark512
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hmm, i see, but sadly that map is pretty old and i dont think the mapper is around to edit that.

What about a selective approach? Being able to select which trains get reset and which dont. A native perhaps?

@WPMGPRoSToTeMa
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WPMGPRoSToTeMa commented Aug 25, 2016

I'm thinking about trigger resetting (they are not reset). I hope this will not break another maps. We need discuss entity reset (on round start) for each entity class... (and also check maps)

deathrun_rio also using trigger_once to activate automated func_trains. And one trigger_once to show credits.
zm_snowbase3 uses trigger_once to activate func_rot_buttons.

So trigger_once is rarely used and all of them (maps that I investigated) can be modified to activate once per round without bugs. (most of them activate stuff that we would reset)

@spark512
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spark512 commented Aug 26, 2016

Train movement bug moved on to issue #58

@spark512 spark512 changed the title Bug with trains [Bug] Train reset on new round Aug 26, 2016
@spark512
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I need a solution for this, i cant apply this update because it breaks a few maps that use func_trains with trigger_once.

@s1lentq
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s1lentq commented Sep 4, 2016

@spark512 sorry for a delay, i will to fix a bit later

@WPMGPRoSToTeMa
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@s1lentq good job 👍

@spark512
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spark512 commented Sep 8, 2016

EDIT: Wrong version, the changes work fine...

@WPMGPRoSToTeMa
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@s1lentq also needs multi_manager resetting.

@spark512
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spark512 commented Sep 9, 2016

@s1lentq We tested the newest update, trains and buttons are reset properly. Ignore my previous comment, i had the wrong version installed by mistake...

@spark512
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spark512 commented Sep 9, 2016

here is a map with a multi_manager.

zm_omega - http://gamebanana.com/maps/174384

The 2 doors in the room with the button are timed with a multi_manager.

@spark512
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Thank you

@spark512
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We also need a trigger_auto reset. There are some maps with trains that are activated by a trigger_auto.

@spark512
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@s1lentq zm_zod_egyptian - https://www.sendspace.com/file/8jz8bn

There are automatic blocks that come out of the wall and back. They get stopped after new round.

I tried the new update now, it didnt fix them...

@spark512
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Sry to bug you, egyptian is one of our most played maps, just a reminder, please have a look at the problem when you have free time. Thanks

@s1lentq
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s1lentq commented Sep 24, 2016

@spark512
I'll think maybe better to edit using ripent and to remove flags from spawnflags.

"spawnflags" "1"
"classname" "trigger_auto"

Since initially the map author hoped on removable trigger_auto (1 : Remove on fire)

s1lentq added a commit that referenced this issue Sep 25, 2016
Fix: does not reset the clones of multi_manager.
Added: Do not allow to do spawn, if player chooses a team or appearance (Related #61)
Update FGD
@spark512
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The automatic blocks on egyptian are working again, thank you.

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