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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: G_Spawn: No Free Entities (Error)
-CoDMapper
General Member
Since: Nov 29, 2009
Posts: 83
Last: Oct 23, 2011
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Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 18, 2010 02:10 am
Any ideas?
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BraX
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Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
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Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 18, 2010 10:27 am
Too many spawned entities in map.
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DemonSeed
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Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
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Level 8
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 18, 2010 11:13 am
Or more specifically - too many spawn script_models or script_origins. The game isnt really affected by spawned triggers (i.e. trigger_radius), spawned script_brushmodels, or turrets (spawn_turret) so it isnt really too many entities per se. Just too many script_origins or script_models.

I have found that when presented with this error you CAN get around it by timing when things are spawned. For example, the error is more likely to crop up during Callback_StartGametype() being called. So, if you wait 2 or 3 seconds after the initial loading of a map, you can then carry on and spawn your stuff without having to cut back on anything. I found this particularly on mp_kneedeep - if you wait till Callback_StartGametype() to plant any spawn script_models or script_origins, then it works out ok.
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.KiLL3R.
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Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
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Level 8
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 18, 2010 02:21 pm
I presume you're a new mapper, in that case you may have used script_models for things like grass and trees, use misc_models or misc_prefabs for those instead.
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-CoDMapper
General Member
Since: Nov 29, 2009
Posts: 83
Last: Oct 23, 2011
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Level 3
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Thursday, Mar. 18, 2010 07:58 pm
I use misc models,there aren't any script models in my map, but I do use script structs for most of my fx.
Not really a new mapper..

http://modsonline.com/Forums-top-116299.html

http://modsonline.com/Forums-top-116802.html

http://customcod.com/community/index.php?action=pcenter;sa=project;id=290

http://therising-mod.com/showthread.php?t=622&highlight=dday

http://therising-mod.com/showthread.php?t=570&highlight=dday
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HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
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Level 4
Category: CoDWW MP Mapping
Posted: Monday, Mar. 26, 2012 12:53 am
I know this is an old thread, but Im getting this error when using the dynamic foliage script and of course because I have a LOT of grass I had to make script_model.

How exactly do I go about doing this workaround you mention about spawning stuff after the map loads? (This is actually for a CoD4 map)


DemonSeed writes...
Quote:
Or more specifically - too many spawn script_models or script_origins. The game isnt really affected by spawned triggers (i.e. trigger_radius), spawned script_brushmodels, or turrets (spawn_turret) so it isnt really too many entities per se. Just too many script_origins or script_models.

I have found that when presented with this error you CAN get around it by timing when things are spawned. For example, the error is more likely to crop up during Callback_StartGametype() being called. So, if you wait 2 or 3 seconds after the initial loading of a map, you can then carry on and spawn your stuff without having to cut back on anything. I found this particularly on mp_kneedeep - if you wait till Callback_StartGametype() to plant any spawn script_models or script_origins, then it works out ok.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
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Level 8
Category: CoDWW MP Mapping
Posted: Monday, Mar. 26, 2012 03:10 pm
well you could just wait 3 seconds at the end of your mapname.gsc, then spawn it

or maybe try
level waittill("prematch_over");
instead of wait(3);
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HarryNutz
General Member
Since: May 6, 2011
Posts: 182
Last: Mar 26, 2012
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Level 4
Category: CoDWW MP Mapping
Posted: Monday, Mar. 26, 2012 04:03 pm
Keeping in mind Im a noob at all this still... where exactly is this going? [confused]
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
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Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 27, 2012 08:02 am
Sevenz writes...
Quote:
well you could just wait 3 seconds at the end of your mapname.gsc, then spawn it

or maybe try
level waittill("prematch_over");
instead of wait(3);


How would this help? Entity count will still grow to critical level and server will get killed, additionaly spawning large amount of entities could increase netchan buffer to too high level and most players will get kicked from server even before you hit the entity limitation.


Entity limit in CoD4 is 1024 entities. You should know that entities are players, weapons, grenades, rockets, vehicles, gametype objectives, spawn points etc. and it means that you must keep some free entity slots for game, never use more than 700 entities in your map.

edited on Mar. 27, 2012 01:06 am by BraX
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jacelulyc
General Member
Since: Apr 24, 2014
Posts: 2
Last: Apr 24, 2014
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Level 0
Category: CoDWW MP Mapping
Posted: Thursday, Apr. 24, 2014 10:08 am
-- DELETED POST PER FORUM RULES --
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