Hello,
Can someone tell me why my spawns are broken? I spawn in random locations, even tho I have set the correct value for the spawns to their respective teams.
Thank you.
--edit by UnrealGGecko--
Could it be aliens?
Why are my spawns broken
Why are my spawns broken
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- CTF-BleakTDN-test14.unr
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Last edited by UnrealGGecko on Fri Jun 28, 2019 5:08 am, edited 1 time in total.
Reason: Please avoid double-posting within 24 hours.
Reason: Please avoid double-posting within 24 hours.
Re: Why are my spawns broken
I messed up something for my UT windows dll trying to eliminate a problem, but you should change the map name in the level properties to "CTF-" might be it.
Binary Space Partitioning
- UT Sniper (SJA94)
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Re: Why are my spawns broken
If you haven't checked the log while the map is running:
I just pressed the build all button and it fixes it, I suggest you do the same, if it doesn't work I'll just send you a build from my ued.
I just pressed the build all button and it fixes it, I suggest you do the same, if it doesn't work I'll just send you a build from my ued.
Re: Why are my spawns broken
I actually sent the map to someone to rebuild it for me and he sent it over to me working fine. Weird shit, gotta love ued.
- sektor2111
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Re: Why are my spawns broken
Actually Bots might even crash the game here because you have deleted/moved a navigationpoint without to rebuild paths = breaking navigationpoints list. When Navigation list is broken TDM game uses iterator sorting a playerstart without team consideration and then you might spawn in other base. As a note, here is a small fragment from log (these logs are broken in my environment mainly post XCGE v21....)
To summarize: this is mapping goofing not Editor goofing. By using my custom CTF game I was trying to find enemy flag - NO chance, which is demonstrating that navigation is broken.
Next points
- nice Level for a CTF ground. After removing useless nodes I think this is good for a server... .
- for a coding exercise for self person I think I will want to write a mutator for rewrapping navigationpoint list but I believe default Engine will still crash when network is corrupted. Probably a try won't hurt anything.
Code: Select all
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Next points
- nice Level for a CTF ground. After removing useless nodes I think this is good for a server... .
- for a coding exercise for self person I think I will want to write a mutator for rewrapping navigationpoint list but I believe default Engine will still crash when network is corrupted. Probably a try won't hurt anything.
- sektor2111
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Re: Why are my spawns broken
Bump - New feature added in MapGarbage builder.
I had a recall about this topic with spawns broken. Now let's see what is broken... As result you can spawn as Blue player in Red base and then game might crash when a Bot starts roaming around.
On my "to do" List:
Finding more old/new broken maps for testing intensive these features (two new features).
I had a recall about this topic with spawns broken. Now let's see what is broken... As result you can spawn as Blue player in Red base and then game might crash when a Bot starts roaming around.
On my "to do" List:
Finding more old/new broken maps for testing intensive these features (two new features).
- Chamberly
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Re: Why are my spawns broken
Not the first time you having issue with this.... is there a virus on your friendly unrealed goblin?
- sektor2111
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Re: Why are my spawns broken
All issues are created based on Paths-Net modifications without rebuilding them and making some of these actors to no longer exist when C++ code calls them in run-time...
I'm aware of another sort of bug generated in this mapping chapter with the same critical "Run-Time" results, even if apparently all Navigation does looks fine in Editor. That one is also detectable but... I don't know how many other "options" are capable to badly ruin everything and harder to catch. The common fix for a such critical crash or spawn problems is "Paths Undefine" and "Paths Define" commands - in separate Editing sessions results are even more clean.
I'm aware of another sort of bug generated in this mapping chapter with the same critical "Run-Time" results, even if apparently all Navigation does looks fine in Editor. That one is also detectable but... I don't know how many other "options" are capable to badly ruin everything and harder to catch. The common fix for a such critical crash or spawn problems is "Paths Undefine" and "Paths Define" commands - in separate Editing sessions results are even more clean.