Problem with compiling
Angel
Join Date: 2002-07-09 Member: 902Members
<div class="IPBDescription">Pointentity problems</div><!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
Warning: === LEAK in hull 1 ===
Entity info_team_start @ ( 36, 132, 13)
Warning: === LEAK in hull 2 ===
Entity info_team_start @ ( 36, 132, 13)
Warning: === LEAK in hull 3 ===
Entity info_team_start @ ( 36, 132, 13)[
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
The above error seems to happen whenever I put point entities in. (Lights, player starts etc.). There is however no leaks with the brushes, anyone got any suggestions ?
Warning: === LEAK in hull 1 ===
Entity info_team_start @ ( 36, 132, 13)
Warning: === LEAK in hull 2 ===
Entity info_team_start @ ( 36, 132, 13)
Warning: === LEAK in hull 3 ===
Entity info_team_start @ ( 36, 132, 13)[
<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
The above error seems to happen whenever I put point entities in. (Lights, player starts etc.). There is however no leaks with the brushes, anyone got any suggestions ?
Comments
although I believe when they release NS commander stations will now be movable, rather than fixed so you should just leave spaces for them to be built,not sure though, think I read that somewhere in here..
Prehaps you're going about it the wrong way? Build the level as a normal HL, add the team_command point entity inside your map (looks like a green block in WC), use a info_mapinfo (again inside the map) to set the commander view hieght. Compile and run in NSTR2, the team_command will be invisible, but if you can find it and use it you will be in commander mode.
The compile tools, however, do NOT like having entities directly touching the void with no world brush component blocking them. If you're trying to use the old func_seethrough method without boxing them in, there's the source of your leak. Commander mode doesn't even work that way anymore, though, so do as ChromeAngel said - build the level normally and then add the applicable entities for commander mode.
<!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->This forum is -not- for questions about how to map. This forum is for questions about how to use the NS specific entities, NS specific design specifications, and NS concepts within a map.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
That's what Valve-ERC is for.
That includes doors.