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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: animscripts/dog_init ???
EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 19, 2009 04:41 pm
If you can help with this 1 id love it =)
ever since the 1.5 and 1.3 updates any zombie map i make now comes up with this error.

SERVER SCRIPT COMPILE ERROR
could not find script 'animscripts/dog_init'
animscripts\dog_initDogAnimations();

Part thats killing me is i have NO dogs of anykind.
The maps all worked fint b4 but now erggg.
Thanks for any help.
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 19, 2009 04:48 pm
I feel your pain. [lol]
I just asked about this earlier in a different topic.
I don't have dogs in my map either. I've been trying to track it down. But I can't pull down the console when my map crashes because of this error (yes, I have the console enabled)



Wait and see, I guess. [ohwell]
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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 19, 2009 05:00 pm
i did manage to pull this from the console log see if it helps you =/

Error: Waited 828 msec for missing asset "animscripts/dog_init.gsc".
Error: Could not load rawfile "animscripts/dog_init.gsc".
Error:
******* Server script compile error *******
Error: Could not find script 'animscripts/dog_init': (file 'maps/_zombiemode_dogs.gsc', line 41)
animscripts\dog_init::initDogAnimations();
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{UST}grimreaper
General Member
Since: Dec 30, 2004
Posts: 32
Last: Aug 8, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 19, 2009 05:00 pm
ok we have been working on this from last night have not solved the problem yet but so far we have worked out that for some reason when ever you compile and run it its seems to be looking for all the sumpf gsc.
i have had it looking for the blockers gsc, zombie dogs and like you zombie dogs init gsc
i have put in the missing gsc files into my map csv and the errors go away all apart from the dog init
It looks as if teyarch have struck again with the level of incompitence a fool would be proud of how many attempts now have they had at getting this right these guys have single handed destroyed this game Go o there wiki page they have some infomation up there but its not a lot of help

But like hundreds of other in the mapping community i will keep working away to try and fix there problems if sucsessfull will post on here if someone beats me to it i hope they will post it on here happy mapping guys






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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 19, 2009 06:28 pm
I got a map working for 1.3 Mod Tools late last night. I wrote a script tutorial since I fixed up a bunch of things. It is too big to post in these forums, so here is the link:

http://customcod.com/community/index.php?topic=4472.0

And here is a zip file with the files you need to get your map running with the new mod tools:

http://www.filefront.com/14074165/1.3_Scripts.zip

Enjoy!
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EyEControL
General Member
Since: Jun 6, 2008
Posts: 27
Last: Oct 25, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jul. 20, 2009 11:50 am
Sgt.Rampage writes...
Quote:
I got a map working for 1.3 Mod Tools late last night. I wrote a script tutorial since I fixed up a bunch of things. It is too big to post in these forums, so here is the link:

http://customcod.com/community/index.php?topic=4472.0

And here is a zip file with the files you need to get your map running with the new mod tools:

http://www.filefront.com/14074165/1.3_Scripts.zip

Enjoy!



I must say thank you ! ill be workin on your changes 2day.
you da Man =)
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{UST}grimreaper
General Member
Since: Dec 30, 2004
Posts: 32
Last: Aug 8, 2009
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jul. 20, 2009 05:13 pm
THANKS sgt rampage but sadly still wont work for me i am now stuck on the error script complie error could not find animscript dog_init
it is there in the animscript folder if i add it to the zombiemode csv it totaly crashes to the point where i cant even ctrl alt del my machine have to pull the plug from the wall i get the same result if i add it to mymapname csv.
Now somthing strange my animscript folder was in raw/maps/mp and i was not finding any of the animscripts so moved the animscripts folder into raw and happy days its finding all the animscripts except the dam dog_init if you have any suggestion how to solve this i would be greatful in the mean time if i fix it ill repost
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scillman
General Member
Since: Nov 23, 2006
Posts: 360
Last: Sep 1, 2012
[view latest posts]
Level 5
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, Jul. 26, 2009 08:04 pm
Extract the nazi_zombie_sumpf.ff file and copy the extracted files to the raw folder ;)

animscripts\dog_init.gsc
Code:
#using_animtree ("dog");

main()
{
	self useAnimTree( #animtree );

	
	initDogAnimations();
	animscripts\init::firstInit();
	
	self.ignoreSuppression = true;
	
	self.chatInitialized = false;
	self.noDodgeMove = true;
	self.root_anim = %root;

	self.meleeAttackDist = 0;

	level.dogTurnAroundAngle = 135;  // if the turn delta is greater then this it will play the 180 anim
	level.dogTurnAngle = 70; // if the turn delta is greater then this it will play the 90 anim
	level.dogRunTurnSpeed = 20; // if the speed is greater then play the run turns
	level.dogRunPainSpeed = 20; // if the speed is greater then play the run pains
	level.dogTurnMinDistanceToGoal = 60; // if the distance to goal is under this then no turn anims play

	self.a = spawnStruct();
	self.a.pose = "stand";					// to use DoNoteTracks()
	self.a.nextStandingHitDying = false;	// to allow dogs to use bullet shield
	self.a.movement = "run";

	animscripts\init::set_anim_playback_rate();

	self.suppressionThreshold = 1;
	self.disableArrivals = false;

	// MikeD (1/25/2008): We do not have Flash Grenades in CoD5, maybe we can use this technique for smoke?
	//self thread animscripts\combat_utility::monitorFlash();

	self.pathEnemyFightDist = 512;
	self setTalkToSpecies( "dog" );
	
	self.animSet = "shepherd";
	
	if ( self animscripts\utility::is_zombie() )
	{
		self.animSet = "zombie";
	}
	
	self thread setMeleeAttackDist();

	self.health = int( anim.dog_health * self.health );

/#

	if ( getdvar("scr_dog_allow_turn_90") == "" )
		setdvar("scr_dog_allow_turn_90", "1");
	if ( getdvar("scr_dog_allow_turn_180") == "" )
		setdvar("scr_dog_allow_turn_180", "1");
#/

}

change_anim_set( animset )
{
	assert( animset == "shepherd" || animset == "zombie" );
	self.animSet = animset;	
	self.stopAnimDistSq = anim.dogAnims[self.animSet].dogStoppingDistSq;
}

setMeleeAttackDist()
{
	self endon( "death" );

	while ( 1 )
	{
		if ( isdefined( self.enemy ) && isplayer(self.enemy) )
			self.meleeAttackDist = anim.dogAnims[self.animSet].dogAttackPlayerDist;
		else
			self.meleeAttackDist = anim.dogAttackAIDist;

		self waittill( "enemy" );
	}
}

initDogAnimations()
{
	if ( !isdefined( level.dogsInitialized ) )
	{
		level.dogsInitialized = true;
		precachestring( &"SCRIPT_PLATFORM_DOG_DEATH_DO_NOTHING" );
		precachestring( &"SCRIPT_PLATFORM_DOG_DEATH_TOO_LATE" );
		precachestring( &"SCRIPT_PLATFORM_DOG_DEATH_TOO_SOON" );
		precachestring( &"SCRIPT_PLATFORM_DOG_HINT" );		
	}
	
	// Initialization that should happen once per level
	if ( isDefined (anim.NotFirstTimeDogs) ) // Use this to trigger the first init
		return;

//	precacheShader( "hud_dog_melee"	);
	anim.NotFirstTimeDogs = 1;
		
	// Dog start move animations
	// number indexes correspond to keyboard number directions
	anim.dogStartMoveAngles[8] = 0;
	anim.dogStartMoveAngles[6] = 90;
	anim.dogStartMoveAngles[4] = -90;
	anim.dogStartMoveAngles[3] = 180;
	anim.dogStartMoveAngles[1] = -180;
	
	initCommonDogAnims();

	initShepherdDogAnimations();
	initZombieDogAnimations();
	
	offset = getstartorigin( (0, 0, 0), (0, 0, 0), %german_shepherd_attack_AI_01_start_a );
	anim.dogAttackAIDist = length( offset );

	// effects used by dog
	level._effect[ "dog_bite_blood" ] = loadfx( "impacts/fx_deathfx_bloodpool_view" );
	level._effect[ "deathfx_bloodpool" ] = loadfx( "impacts/fx_deathfx_dogbite" );
	
	// setup random timings for dogs attacking the player
	slices = 5;
	array = [];
	for ( i = 0; i <= slices; i++ )
	{
		array[ array.size ] = i / slices;
	}
	level.dog_melee_index = 0;
	level.dog_melee_timing_array = maps\_utility::array_randomize( array );
	
	level.lastDogMeleePlayerTime = 0;
	level.dogMeleePlayerCounter = 0;
	
	setdvar( "friendlySaveFromDog", "0" );
}

initCommonDogAnims()
{

}

calcAnimLengthVariables(animset)
{
	anim.dogAnims[animset].dogStoppingDistSq = lengthSquared( getmovedelta( anim.dogAnims[animset].move["run_stop"], 0, 1 ) * 1.2 ) ;
	anim.dogAnims[animset].dogStartMoveDist = length( getmovedelta( anim.dogAnims[animset].move["run_start"], 0, 1 ) );
	//anim.dogAnims[animset].dogAttackPlayerDist = length( getmovedelta( anim.dogAnims[animset].attack["run_attack"], 0, 1 ) );
}

initShepherdDogAnimations()
{
	anim.dogAnims["shepherd"] = spawnstruct();
	
	anim.dogAnims["shepherd"].lookKnob[2] = %german_shepherd_look_2;
	anim.dogAnims["shepherd"].lookKnob[4] = %german_shepherd_look_4;
	anim.dogAnims["shepherd"].lookKnob[6] = %german_shepherd_look_6;
	anim.dogAnims["shepherd"].lookKnob[8] = %german_shepherd_look_8;	

	anim.dogAnims["shepherd"].traverse = [];
	anim.dogAnims["shepherd"].traverse["wallhop"]		= %german_shepherd_run_jump_40;
	anim.dogAnims["shepherd"].traverse[ "window_40" ]		 = %german_shepherd_run_jump_window_40;
	anim.dogAnims["shepherd"].traverse["jump_down_40"]	= %german_shepherd_traverse_down_40;
	anim.dogAnims["shepherd"].traverse["jump_up_40"]		= %german_shepherd_traverse_up_40;
	anim.dogAnims["shepherd"].traverse[ "jump_up_80" ]		 = %german_shepherd_traverse_up_80;

	/*
	anim.dogStartMoveAnim[8] = %german_shepherd_run_start;
	anim.dogStartMoveAnim[6] = %german_shepherd_run_start_L;
	anim.dogStartMoveAnim[4] = %german_shepherd_run_start_R;
	anim.dogStartMoveAnim[3] = %german_shepherd_run_start_180_L;
	anim.dogStartMoveAnim[1] = %german_shepherd_run_start_180_R;
	*/

	anim.dogAnims["shepherd"].look["attackIdle"][2] = %german_shepherd_attack_look_down;
	anim.dogAnims["shepherd"].look["attackIdle"][4] = %german_shepherd_attack_look_left;
	anim.dogAnims["shepherd"].look["attackIdle"][6] = %german_shepherd_attack_look_right;
	anim.dogAnims["shepherd"].look["attackIdle"][8] = %german_shepherd_attack_look_up;	

	anim.dogAnims["shepherd"].look["normal"][2] = %german_shepherd_look_down;
	anim.dogAnims["shepherd"].look["normal"][4] = %german_shepherd_look_left;
	anim.dogAnims["shepherd"].look["normal"][6] = %german_shepherd_look_right;
	anim.dogAnims["shepherd"].look["normal"][8] = %german_shepherd_look_up;

	anim.dogAnims["shepherd"].pain["pain"][2] = %german_shepard_pain_hit_front;
	anim.dogAnims["shepherd"].pain["pain"][4] = %german_shepard_pain_hit_left;
	anim.dogAnims["shepherd"].pain["pain"][6] = %german_shepard_pain_hit_right;
	anim.dogAnims["shepherd"].pain["pain"][8] = %german_shepard_pain_hit_back;
	anim.dogAnims["shepherd"].pain["pain_run"][2] = %german_shepard_run_pain_hit_front;
	anim.dogAnims["shepherd"].pain["pain_run"][4] = %german_shepard_run_pain_hit_front;
	anim.dogAnims["shepherd"].pain["pain_run"][6] = %german_shepard_run_pain_hit_front;
	anim.dogAnims["shepherd"].pain["pain_run"][8] = %german_shepard_run_pain_hit_front;

	anim.dogAnims["shepherd"].death[2] = %zombie_dog_death_front;
	anim.dogAnims["shepherd"].death[4] = %zombie_dog_death_hit_left;
	anim.dogAnims["shepherd"].death[6] = %zombie_dog_death_hit_right;
	anim.dogAnims["shepherd"].death[8] = %zombie_dog_death_hit_back;
	
	anim.dogAnims["shepherd"].turn["90_left"] = %german_shepard_turn_90_left;
	anim.dogAnims["shepherd"].turn["90_right"] = %german_shepard_turn_90_right;
	anim.dogAnims["shepherd"].turn["180_left"] = %german_shepard_turn_180_left;
	anim.dogAnims["shepherd"].turn["180_right"] = %german_shepard_turn_180_right;
	anim.dogAnims["shepherd"].turn["turn_knob"] = %german_shepherd_turn_knob;

	anim.dogAnims["shepherd"].runTurn["90_left"] = %german_shepard_run_turn_90_left;
	anim.dogAnims["shepherd"].runTurn["90_right"] = %german_shepard_run_turn_90_right;
	anim.dogAnims["shepherd"].runTurn["180_left"] = %german_shepard_run_turn_180_left;
	anim.dogAnims["shepherd"].runTurn["180_right"] = %german_shepard_run_turn_180_right;

	anim.dogAnims["shepherd"].combatIdle["attackidle"] = %german_shepherd_attackidle;
	anim.dogAnims["shepherd"].combatIdle["attackidle_bark"] = %german_shepherd_attackidle_bark;
	anim.dogAnims["shepherd"].combatIdle["attackidle_growl"] = %german_shepherd_attackidle_growl;

	anim.dogAnims["shepherd"].idle = %german_shepherd_idle;
	
	anim.dogAnims["shepherd"].attack["attackidle_knob"] = %german_shepherd_attackidle_knob;
	anim.dogAnims["shepherd"].attack["attack_player_miss"] = %german_shepherd_run_attack_miss;
	anim.dogAnims["shepherd"].attack["attack_player_miss_turnR"] = %german_shepherd_attack_player_miss_turnR;
	anim.dogAnims["shepherd"].attack["attack_player_miss_turnL"] = %german_shepherd_attack_player_miss_turnL;
	anim.dogAnims["shepherd"].attack["run_attack"] = %german_shepherd_run_attack;
	anim.dogAnims["shepherd"].attack["attack_player_late"] = %german_shepherd_attack_player_late;

	anim.dogAnims["shepherd"].move["run_attack_low"] = %german_shepherd_run_attack_low;
	anim.dogAnims["shepherd"].move["run_stop"] = %german_shepherd_run_stop;
	anim.dogAnims["shepherd"].move["run_start"] = %german_shepherd_run_start;
	anim.dogAnims["shepherd"].move["run_start_knob"] = %german_shepherd_run_start_knob;
	anim.dogAnims["shepherd"].move["run"] = %german_shepherd_run;
	anim.dogAnims["shepherd"].move["run_lean_L"] = %german_shepherd_run_lean_L;
	anim.dogAnims["shepherd"].move["run_lean_R"] = %german_shepherd_run_lean_R;
	anim.dogAnims["shepherd"].move["run_knob"] = %german_shepherd_run_knob;
	anim.dogAnims["shepherd"].move["walk"] = %german_shepherd_walk;

	calcAnimLengthVariables("shepherd");
	
	anim.dogAnims["shepherd"].dogAttackPlayerDist = 102;
}

initZombieDogAnimations()
{
	anim.dogAnims["zombie"] = spawnstruct();

	anim.dogAnims["zombie"].lookKnob[2] = %zombie_dog_look_2;
	anim.dogAnims["zombie"].lookKnob[4] = %zombie_dog_look_4;
	anim.dogAnims["zombie"].lookKnob[6] = %zombie_dog_look_6;
	anim.dogAnims["zombie"].lookKnob[8] = %zombie_dog_look_8;	

	anim.dogAnims["zombie"].traverse = [];
	anim.dogAnims["zombie"].traverse["wallhop"]		= %zombie_dog_run_jump_40;
	anim.dogAnims["zombie"].traverse[ "window_40" ]		 = %zombie_dog_run_jump_window_40;
	anim.dogAnims["zombie"].traverse["jump_down_40"]	= %german_shepherd_traverse_down_40;
	anim.dogAnims["zombie"].traverse["jump_up_40"]		= %zombie_dog_traverse_up_40;
	anim.dogAnims["zombie"].traverse[ "jump_up_80" ]		 = %zombie_dog_traverse_up_80;

	/*
	anim.dogStartMoveAnim[8] = %german_shepherd_run_start;
	anim.dogStartMoveAnim[6] = %german_shepherd_run_start_L;
	anim.dogStartMoveAnim[4] = %german_shepherd_run_start_R;
	anim.dogStartMoveAnim[3] = %german_shepherd_run_start_180_L;
	anim.dogStartMoveAnim[1] = %german_shepherd_run_start_180_R;
	*/

	anim.dogAnims["zombie"].look["attackIdle"][2] = %zombie_dog_attack_look_down;
	anim.dogAnims["zombie"].look["attackIdle"][4] = %zombie_dog_attack_look_left;
	anim.dogAnims["zombie"].look["attackIdle"][6] = %zombie_dog_attack_look_right;
	anim.dogAnims["zombie"].look["attackIdle"][8] = %zombie_dog_attack_look_up;	

	anim.dogAnims["zombie"].look["normal"][2] = %zombie_dog_look_down;
	anim.dogAnims["zombie"].look["normal"][4] = %zombie_dog_look_left;
	anim.dogAnims["zombie"].look["normal"][6] = %zombie_dog_look_right;
	anim.dogAnims["zombie"].look["normal"][8] = %zombie_dog_look_up;

	anim.dogAnims["zombie"].pain["pain"][2] = %zombie_dog_pain_hit_front;
	anim.dogAnims["zombie"].pain["pain"][4] = %zombie_dog_pain_hit_left;
	anim.dogAnims["zombie"].pain["pain"][6] = %zombie_dog_pain_hit_right;
	anim.dogAnims["zombie"].pain["pain"][8] = %zombie_dog_pain_hit_back;
	anim.dogAnims["zombie"].pain["pain_run"][2] = %zombie_dog_run_pain_front;
	anim.dogAnims["zombie"].pain["pain_run"][4] = %zombie_dog_run_pain_front;
	anim.dogAnims["zombie"].pain["pain_run"][6] = %zombie_dog_run_pain_front;
	anim.dogAnims["zombie"].pain["pain_run"][8] = %zombie_dog_run_pain_front;

	anim.dogAnims["zombie"].death[2] = %zombie_dog_death_front;
	anim.dogAnims["zombie"].death[4] = %zombie_dog_death_hit_left;
	anim.dogAnims["zombie"].death[6] = %zombie_dog_death_hit_right;
	anim.dogAnims["zombie"].death[8] = %zombie_dog_death_hit_back;

	anim.dogAnims["zombie"].turn["90_left"] = %zombie_dog_turn_90_left;
	anim.dogAnims["zombie"].turn["90_right"] = %zombie_dog_turn_90_right;
	anim.dogAnims["zombie"].turn["180_left"] = %zombie_dog_turn_180_left;
	anim.dogAnims["zombie"].turn["180_right"] = %zombie_dog_turn_180_right;
	anim.dogAnims["zombie"].turn["turn_knob"] = %zombie_dog_turn_knob;

	anim.dogAnims["zombie"].runTurn["90_left"] = %zombie_dog_run_turn_90_left;
	anim.dogAnims["zombie"].runTurn["90_right"] = %zombie_dog_run_turn_90_right;
	anim.dogAnims["zombie"].runTurn["180_left"] = %zombie_dog_run_turn_180_left;
	anim.dogAnims["zombie"].runTurn["180_right"] = %zombie_dog_run_turn_180_right;

	anim.dogAnims["zombie"].combatIdle["attackidle"] = %zombie_dog_attackidle;
	anim.dogAnims["zombie"].combatIdle["attackidle_bark"] = %zombie_dog_attackidle_bark;
	anim.dogAnims["zombie"].combatIdle["attackidle_growl"] = %zombie_dog_attackidle_growl;

	anim.dogAnims["zombie"].idle = %zombie_dog_idle;

	anim.dogAnims["zombie"].attack["attackidle_knob"] = %zombie_dog_attackidle_knob;
	anim.dogAnims["zombie"].attack["attack_player_miss"] = %zombie_dog_run_attack_miss;
	anim.dogAnims["zombie"].attack["attack_player_miss_turnR"] = %zombie_dog_attack_player_miss_turnR;
	anim.dogAnims["zombie"].attack["attack_player_miss_turnL"] = %zombie_dog_attack_player_miss_turnL;
	anim.dogAnims["zombie"].attack["run_attack"] = %zombie_dog_run_attack;
	anim.dogAnims["zombie"].attack["attack_player_late"] = %zd_attack_player_late;

	anim.dogAnims["zombie"].move["run_attack_low"] = %zombie_dog_run_attack_low;
	anim.dogAnims["zombie"].move["run_stop"] = %zombie_dog_run_stop;
	anim.dogAnims["zombie"].move["run_start"] = %zombie_dog_run;
	anim.dogAnims["zombie"].move["run_start_knob"] = %zombie_dog_run;
	anim.dogAnims["zombie"].move["run"] = %zombie_dog_run;
	anim.dogAnims["zombie"].move["run_lean_L"] = %zombie_dog_run_lean_l;
	anim.dogAnims["zombie"].move["run_lean_R"] = %zombie_dog_run_lean_r;
	anim.dogAnims["zombie"].move["run_knob"] = %zombie_dog_run_knob;
	anim.dogAnims["zombie"].move["walk"] = %zombie_dog_walk;

	calcAnimLengthVariables("zombie");

	anim.dogAnims["zombie"].dogAttackPlayerDist = 64;
}
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