Clean up map (no free edicts)

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SA007
Lance Corporal
Posts: 24
Joined: Thu Sep 03, 2009 10:17 pm

Clean up map (no free edicts)

Post by SA007 »

I'm still busy doing some nice SP->MP maps I think, but I've run into a snag:

I've made a couple of those lookout points (like those in the corners in training) accessible by ladder, and I'm now putting a floor in there using lids.

But I'm out of entities when trying to copy-paste the floor to the other tower.

There are a lot of entity's like the paths for AI and stuff that use up a lot of entities, but even if I removeclass those, for some reason I don't get more entities to use.
Even though the image with sv_shownetnums is pretty empty now the error remains.

Is there a way to 'defragmentate' ent numbers?
Last edited by SA007 on Fri Sep 25, 2009 3:12 pm, edited 1 time in total.
SA007
Lance Corporal
Posts: 24
Joined: Thu Sep 03, 2009 10:17 pm

Post by SA007 »

OK, I avoided the problem by remaking the floor with scaled up lids in stead of regular lids.
Still looks like a nice floor, only you can see the 2 right angled boards on the bottom of the lid sticking trough the floor now.

It did save me a whopping 144 script_objects per tower, so I'm off the hook.

Still very interested in a solution for the other entities, but less need for it now.
jv_map
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Post by jv_map »

Pathnodes are not entities, they don't add to or subtract from the entity count. The only thing that works is reducing the number of actual entities.

There's also a cvar g_maxents which allows you to customize the maximum number of entities. It's not overly reliable though.
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SA007
Lance Corporal
Posts: 24
Joined: Thu Sep 03, 2009 10:17 pm

Post by SA007 »

Strange thing is/was is that there were loads of func_rain entities (~170), after removeclass Rain (before spawning my own entities of course) I still got an error of going over the maximum amount of entities.

- Added 30 entities
- Error, no free edicts
- Removeclass rain (-170 entities)
- Still error
- Remove the 30 entities
- Error gone
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