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tf_logic_robot_destruction custom .res file is not packed. #244
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What is the entity key name for the .res file? |
Got a crash log, but seems unrelated to this. Looks like the build is looking in the wrong directories? |
Got it working properly, and I can conform that not only is it unable to find .res files listed in tf_logic_robot_destruction, but it seems other packing functionality has been broken, such as if IncludeScript is used. Just to check, is the posted build supposed to be 27.22? This seems to be a significantly older version rather than a version of 0.28.4 |
Sorry, I may have uploaded the wrong build, try this one https://www.dropbox.com/scl/fi/gmfex44y1l8breffnxnoj/Compile-Pal-028.4.zip?rlkey=9234dk83qbrhe0i4fopgsz5go&st=wmtd87om&dl=0 |
Compile Pal v028.4
Describe the bug
if a tf_logic_robot_destruction is given a custom .res file like tf_logic_player_destruction, it is not packed automatically.
Steps to reproduce
1: Create a custom fgd that defines this functionality. Or use BAMF. It seemingly exists in code but not in the default tf.fgd.
2: Add a custom .res file as you would for player destruction, and define it in the RD entity.
3: Note that while it does function, Compilepal doesn't notice the included .res file and doesn't pack it(because frankly why would you expect anyone to discover this functionality)
Expected behavior
It parses a custom .res file for tf_logic_robot_destruction, and packs it into the map just like tf_logic_player_destruction.
Debug.log
debug.log
Additional context
Yeah, I'm frankly just as bewildered this functionality even exists. I can only assume it was added by Valve when they were testing out adding Player Destruction to the game proper. I only even noticed this existed by testing out some jank gamemode logic that requires tf_logic_robot_destruction instead of tf_logic_player_destruction.
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