Petty side arguments aside, I think I may have determined the problem for the consistent car park crashing, using a combination of -condebug and developer “2”. The 2 very last lines of console which get printed before the crash happens is as follows:
Bounce1_prop referencing the jumppad in the garage. I think it may have something to do with hivehand projectiles reacting badly with the jumppad. I’ll have to run some tests but I think I’m onto it. It’s possible that there’s a bug in Black Mesa’s code which makes the Agrunt’s hivehand not play well with the bouncepads, and it may explain why this crash doesn’t really happen anywhere else - no other areas on my maps involve fighting by a pushpad. If this does prove to be the problem I have 2 options:
- Remove the pushpad
- Make it so that hivehand projectiles collide with invisible walls surrounding the pushpad. Which could look really, really stupid.
I’ll keep you informed.
EDIT 2: The crash is caused by ANY physically simulated projectiles colliding with the pushpad. I’ve reproduced it and though crash every time, there’s a high chance (say 10%ish) of it crashing when you do it - that is, every time you hit it with a physically simulated projectile. This is extremely problematic. Not just for this scene, but for all the jump pads.
EDIT 3: This only seems to happen on my map. I’ve loaded up C3A1A, the first map of Forget About Freeman where the devs placed the pushpads and I can’t reproduce the crash. I now need to try and figure out why my pushpads are different to theirs, as they use the EXACT same entity.
EDIT 4: I don’t quite now how, but my pushpads, compared to the ones on Forget About Freeman, have the unused and also (disallowed by smartedit) angles keyvalue as part of their properties. I always assumed this was how pushpads were supposed to be as all a pushpad is is the env_xen_pushpad entity with an info_target set as the place where it launches you to, and all I did was place an env_xen_pushpad entity directly from the editor. However when looking at the dev placed pushpads on C3A1A they have no angles keyvalue. I don’t know how my ones got this illegal keyvalue, it’s impossible even for the most moronic fool to do that sort of thing by accident! For those of you who don’t know the editor jargon - suffice to say, it’s a really weird bug, and definitely, DEFINITELY not my fault! I’ve manually removed the keyvalues and I’m hopping on to test it now and see if that fixes it.