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G_SPAWN Error

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Created 9 years ago
by Psh
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So this is fun. Ever since my last compile, I've been getting the g_spawn error every single game. Solo, the error pops up always around the 20 kill mark give or take. In CO-OP it lasts alot longer until about round 10 or so. I've tried lowering the corpse count and bullet impacts, neither do shit.



MOST of the console is filled with this, and I don't think it is normal to have 500+ fx building up.

Last compile:
-Added box locations
-Added an if else statement on the zombie stats for my difficulty setting, such as changing the spawn rate and different types of runners
-Added in the rest of the perks

If anyone has any suggestions that would be greatly appreciated.
Marked as best answer by Psh 9 years ago
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First thing I would do is check where those things are being spawned in radiant using the coordinates given by the console.  That could give you an idea of what script is creating those entities.  If those coordinates point to a perk or a box or something then you know which script is causing the problem.  This is the first step in narrowing down where the problem originates from.
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First thing I would do is check where those things are being spawned in radiant using the coordinates given by the console.  That could give you an idea of what script is creating those entities.  If those coordinates point to a perk or a box or something then you know which script is causing the problem.  This is the first step in narrowing down where the problem originates from.

You were completely right. It was me being a dumbass and thinking those errors were from the zombies coming out of the ground rather than from the vast amount of FX I had on the edges of the map.
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You were completely right. It was me being a dumbass and thinking those errors were from the zombies coming out of the ground rather than from the vast amount of FX I had on the edges of the map.
Ah, yeah.  FX unfortunately counts towards g_spawn.  If it didn't Leviathan would have had a lot more underwater ambient FX.
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Here is a script I use to watch my ents, originally from codmodd, edited to work when you ads with a hud. If you keep your ents below 900-920 or so, with 24 zombies spawned, you'll avoid g-spawn, depending on what your spawning in, but you'll see.

http://www.mediafire.com/download/4ficc4cars8cgm3/_mc_debug.rar

I've also created a script that replaces triggers with structs or just uses the ent instead of needing a trigger too, but I just haven't had time to test and make sure it's easy for others to use and see what all it can be used for and make tweaks. I just use it for my wall weapons and doors and parts to pick up and stuff. That frees up interactive ents to prevent g-spawn as well. Let me know if you want to give it a try, pm, and I'll send it to you.
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Location: usNew Jersey
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Psh's Contact & Social LinksihaZzRaBieZAskI_haZzZ_RaBieZzPshZombies
Here is a script I use to watch my ents, originally from codmodd, edited to work when you ads with a hud. If you keep your ents below 900-920 or so, with 24 zombies spawned, you'll avoid g-spawn, depending on what your spawning in, but you'll see.

http://www.mediafire.com/download/4ficc4cars8cgm3/_mc_debug.rar

I've also created a script that replaces triggers with structs or just uses the ent instead of needing a trigger too, but I just haven't had time to test and make sure it's easy for others to use and see what all it can be used for and make tweaks. I just use it for my wall weapons and doors and parts to pick up and stuff. That frees up interactive ents to prevent g-spawn as well. Let me know if you want to give it a try, pm, and I'll send it to you.

This is awesome, I will definitely be using this :o, if the g_spawn comes back I will give the other script a shot for sure ;D

 
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