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[Bug] Train reset on new round #55
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This bug has been in the official version gamedll from Valve? |
yes |
I noticed it as well. (In HL when new level gets loaded while you ride) |
@spark512 please check and tell me if the issue is resolved. |
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? |
Yes, and I think would be great to create a general issue about properly entity reset. |
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? |
@spark512 can u give a map with this sort of trains? |
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). |
@spark512 we need restart the So, trigger_once is not good solution in this map to start |
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? |
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)
So |
Train movement bug moved on to issue #58 |
I need a solution for this, i cant apply this update because it breaks a few maps that use |
@spark512 sorry for a delay, i will to fix a bit later |
@s1lentq good job 👍 |
EDIT: Wrong version, the changes work fine... |
@s1lentq also needs |
@s1lentq We tested the newest update, trains and buttons are reset properly. Ignore my previous comment, i had the wrong version installed by mistake... |
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. |
Thank you |
We also need a |
@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... |
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 |
@spark512
Since initially the map author hoped on removable trigger_auto (1 : Remove on fire) |
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
The automatic blocks on egyptian are working again, thank you. |
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
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