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Spawn triggers or Use script

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Created 10 years ago
by MakeCents
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So I've hit something in ORBiT that crashes the map if I add anymore entities. I don't have many left to add, I was just finishing up the "wall weapons", so I've been working around it. I'm currently debating two different ways I may address this, and I was wondering which would be the best way.

I could spawn trigger radius's in, but not sure if that would just crash anyway.

-or-

I have a script that I am making and testing that doesn't need triggers, I just use the ent that the trigger usually targets and then use menu to set the "hintstring", and return the player that pressed used, then recall, similar to a self waittill("trigger", player);



The first one I think is easiest, but the second will save on G-spawn later, and maybe the first won't work.


What do you guys think?
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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could just do a distance check that bullet traces to make sure they are not "on the other side" of the wall
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The second one is what I'm using for my doors. Can send you the script if you want and you edit it for your weapons. But it's basically the one you sent me with some changes to fix bugs and stuff. :please:
Last Edit: February 12, 2016, 02:34:13 pm by Soy-Yo
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could just do a distance check that bullet traces to make sure they are not "on the other side" of the wall

The second one is what I'm using for my doors. Can send you the script if you want and you edit it for your weapons. But it's basically the one you sent me with some changes to fix bugs and stuff. :please:

Thanks guys, I got the script handled.  ;) distance and bullet trace is a small part of the script. I'm actually using a new method, that works more like self waittill("trigger", player), vs threading the function on all players.

I was just questioning script vs spawning in a trigger. Which is better to use, if either is better.


Turns out the game is still crashing with the new system, and only stops crashing if I delete 4 of the wall weapons, so it may not even be related to entities. I think I have a typo in a kvp where I get it and then get the model for that kvp/weapon name, and that is crashing the game, lol, oops.

But I guess the initial question could still stand to be answered.
Last Edit: February 12, 2016, 03:00:26 pm by MakeCents
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Thanks guys, I got the script handled.  ;) distance and bullet trace is a small part of the script. I'm actually using a new method, that works more like self waittill("trigger", player), vs threading the function on all players.

I was just questioning script vs spawning in a trigger. Which is better to use, if either is better.


Turns out the game is still crashing with the new system, and only stops crashing if I delete 4 of the wall weapons, so it may not even be related to entities. But I guess the initial question could still stand to be answered.
If the problem is related to entities I'd use the second. It's not that hard and you save some entities.

If not, use the first. It's easier and you can still save entities. For example, I use it for my guns, but I only create the trigger when a player is in the same cube. So many times you'll only have one-two triggers for all the weapons at the same moment.
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If the problem is related to entities I'd use the second. It's not that hard and you save some entities.

If not, use the first. It's easier and you can still save entities. For example, I use it for my guns, but I only create the trigger when a player is in the same cube. So many times you'll only have one-two triggers for all the weapons at the same moment.

yeah, i was thinking of only creating them after the teleport to that map area, that would save on ents, in a way, since they would only spawn after so many were deleted to get to that point. Good ideas, thanks. I think my prob is a typo in a kvp btw, lol, and in script I try to get the model of a weapon file based on that kvp, and I think that is causing it to crash... Some how I got lucky and just deleted the right wall weapon, lol.
Last Edit: February 12, 2016, 03:02:48 pm by MakeCents
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Assuming it does have something to do with the amount of ents in your map...

Well, if a zone isn't active then a player isn't going to see the triggers in that zone anyway, so create a script that stores and deletes the trigger and then spawns them again on a notify.

As long as your not near the script variable limit, this should work. I had a rough implementation in a test map and it (partially) did for me(just wasn't fully implemented).
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Assuming it does have something to do with the amount of ents in your map...

Well, if a zone isn't active then a player isn't going to see the triggers in that zone anyway, so create a script that stores and deletes the trigger and then spawns them again on a notify.

As long as your not near the script variable limit, this should work. I had a rough implementation in a test map and it (partially) did for me(just wasn't fully implemented).

Thanks. My ents are about 900 currently in game, give or take your progression through the map, and I think I want to keep them there, so after testing this new script, it works fine, so I will just go that way, since it not only removes a trigger, but controls my hint string via dvar/menu.

I assume there is no advantage to either method then?

Edit: the crash due to trying to get the model of a typo kvp and set the ent to that model.
Last Edit: February 12, 2016, 03:36:41 pm by MakeCents

 
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