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Porkchops4lunch

nmo_Dead_Labz

37 posts in this topic

Is there any difference between Dead_Labs and Dead_Labz or did some idiot just rename the map file?

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is the extract problem fixed?

It seems to be, i have ran the map several times and on different occasions all survivors who were at the end got the msg that theyc ompleted the objective at the heli pad.

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There should be a objective notification sometime after you escape the sewer to notify players of the radio on the roof. It still seems that the "escape from the sewer" remains the current objective until the end.

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I decompiled the map and I think I found the problem with the "escape through the sewers" objective never finishing. The ObjectiveComplete output is fired when the manhole that covers the exit breaks. But that manhole has flags for Break on touch and Break on Pressure. So I think what happens is that a zombie walks on the manhole and fires the output before the objective has even started. And then there's no way to fire it again, so the objective can never finish. It is very easy to fix. Just turn it into a func_breakable, set some strength and don't click those flags. OR, just put a trigger there that only reacts on clients.

Edited by Socialstyrelsen

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Ah thank you for figuring this out, I've been meaning to come back and work on this map some more.

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We really had funn with this map Pork!

We love dead labs

Check our videos if you want to work in your map and fix some bugs =)

And the other 3 videos =)

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Interesting, will check it out, thanks for updating the map!

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Here are some remarks:

The lighting is way to bright for my eyes to take

The stairs at the warehouse part is easily bugged might use a railing instead of keeping it open

There is a way to high difference between light and dark rooms which is annoying in my opinion

Fix jump up spots and places where u are invulnerable as the stair spot or the tables

Edited by Fersigal

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