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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: error after compile
ictblood
General Member
Since: Mar 6, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Saturday, Jul. 25, 2009 07:34 pm
if i compile and run map from the launcher every thing seems
fine my water fall is working good.....
but when i run it from codwaw i det a error and it will not start

server script error: could not find script 'maps/mp/mp_ict_team3_fx'

also my asset manager has never worked, that has some thing to with it??
i get
failed to execute: asset_manager

edited on Jul. 25, 2009 03:36 pm by ictblood
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ictblood
General Member
Since: Mar 6, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jul. 27, 2009 01:55 am
ok how about this
my map will work if i run it from the launcher
but when i run it from the game i get script errors
all i have is a water fall
and the sun flare
and Exploding barrels
the barrels work fine in my other maps but this other stuff is not working.
what am i missing

edited on Jul. 26, 2009 10:12 pm by ictblood
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Monday, Jul. 27, 2009 02:03 am
either remove the line containing mp_ict_team3_fx from your zone file or create it (empty .gsc text file should work)

Call of Duty 5: Fixing Asset Manager
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ictblood
General Member
Since: Mar 6, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jul. 27, 2009 03:21 am
i uninstalled each network out them back in
my ass.man works now but im still having troubles with
out side the launcher
its like the old .pk3 days when the files were not packed with the map
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ictblood
General Member
Since: Mar 6, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jul. 27, 2009 09:37 pm
if i take out the fx items(waterfall,sun flare)my map loads through game just fine..
my game typs work,water looks good.............
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ictblood
General Member
Since: Mar 6, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Jul. 28, 2009 12:01 am
ok csv.
/ NOTE: If you add a comment, put a space after the double forward slash or you will get issues
col_map_mp,maps/mp/mp_ict_team3.d3dbsp
rawfile,maps/mp/mp_ict_team3.gsc
//impactfx,mp_ict_team3
sound,common,mp_ict_team3,!all_mp
sound,generic,mp_ict_team3,!all_mp
sound,voiceovers,mp_ict_team3,!all_mp
sound,multiplayer,mp_ict_team3,!all_mp
character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault
xmodel,skybox_pel1
fx,destructibles/fx_barrel_ignite
fx,destructibles/fx_barrel_fire_top
fx,destructibles/fx_barrelexp_mp
rawfile,sun/mp_ict_team3.sun
material,sun
material,sun_flare
fx,env/water/fx_wtrfall_md
fx,maps/mp_maps/fx_mp_water_fall_puddle_splash
sound,mp_airfield,mp_airfield,all_mp
rawfile,clientscripts/mp/mp_ict_team3_amb.csc
rawfile,clientscripts/mp/mp_ict_team3.csc

================
my gsc.
main()
{

maps\mp\_load::main();
maps\mp\mp_ict_team_fx::main();


// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";

// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);

}

=========================
and my _fx

#include maps\mp\_utility;

main()
{
precacheFX();
spawnFX();
}

precacheFX()
{
level._effect["waterfall"] = loadfx("env/water/fx_wtrfall_md");
level._effect["mp_water_fall_puddle_splash"] = loadfx("maps/mp_maps/fx_mp_water_fall_puddle_splash");
}

spawnFX()
{
playLoopedFx(level._effect["waterfall"], 4, (1480,-2296,400), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
playLoopedFx(level._effect["mp_water_fall_puddle_splash"], 4, (1472,-2296,8), 0, anglestoforward ((-90,0,0)), anglestoup((-90,0,0)));
playLoopedFx(level._effect["waterfall"], 4, (1472,-2312,400), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
playLoopedFx(level._effect["mp_water_fall_puddle_splash"], 4, (1472,-2280,8), 0, anglestoforward ((-90,0,0)), anglestoup((-90,0,0)));
}



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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Tuesday, Jul. 28, 2009 12:56 am
Quote:
maps\mp\_load::main();
maps\mp\mp_ict_team_fx::main();

should be the other way around, first load fx, then load map

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ictblood
General Member
Since: Mar 6, 2008
Posts: 39
Last: Jan 25, 2017
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Jul. 28, 2009 01:54 am
I moved it around
looking at the other gsc files thats the way it is..your right.
but in my case it did not help
thats the funny thing if I launch the map from the compiler
all my fx work.
how do i run debugger mod/check assetlist ??
i think i got all my files in the right place
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