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Forum: All Forums : Call of Duty 4
Category: CoD4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: knife tutorial help
basketrobin_4
General Member
Since: Nov 30, 2008
Posts: 129
Last: Apr 4, 2011
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 02:23 am
hey,

i followed this tutorial : http://www.modsonline.com/Tutorials-read-636.html
this is my .gsc file:

Code:
#include common_scriptsutility;

#include maps_utility;

#include maps_anim;

#include maps_stealth_logic;


 main()  
{ 
 maps\_load::main(); 
 level.player giveWeapon ("mp5"); 
 level.player givemaxammo ("mp5"); 
 level.player setViewmodel( "viewhands_black_kit" );
 maps_stealth_logic::stealth_init();
 maps_stealth_behavior::main();
 knife_setup();

   }

#using_animtree("generic_human");
knife_setup()
{
 flag_init( "knife_sequence_starting" );
 flag_init( "knife_sequence_done" );

 precacheModel( "weapon_parabolic_knife" );

 level.player thread stealth_ai();

 createthreatbiasgroup( "friendly" );
 createthreatbiasgroup( "victims" );
 setignoremegroup( "friendly", "victims" );

 knifer_spawner = getent( "knifer", "targetname" );
 knifer_spawner add_spawn_function( ::stealth_ai );
 knifer_spawner add_spawn_function( ::set_ThreatBias_Group, "friendly" );
 level.knifer = knifer_spawner stalingradSpawn(); 

 level.knifeKillNode = getnode( "knife_node", "targetname" ); 
 knifee_spawner = getent( "knife_me", "targetname" ); 
 knifee_spawner add_spawn_function( ::AI_hostile_think );
 knifee_spawner add_spawn_function( ::stealth_ai );
 knifee_spawner add_spawn_function( ::set_ThreatBias_Group, "victims" );
 level.badguy = knifee_spawner stalingradSpawn();

 level._effect["knife_stab"] = loadfx ("misc/parabolic_knife_stab");
 level.scr_anim[ "knifer" ][ "knifekill" ]    = %ICBM_patrol_knifekill_winner;
 level.scr_anim["hostile"][ "phoneguy_idle_start" ]   = %patrol_bored_idle_cellphone;
 level.scr_anim["hostile"][ "phoneguy_idle" ][0]    = %patrol_bored_idle_cellphone;
 level.scr_anim["hostile"][ "phoneguy_alerted" ]    = %parabolic_phoneguy_reaction;
 level.scr_anim["hostile"][ "phoneguy_death" ]    = %ICBM_patrol_knifekill_looser;
}

begin_knife()
{
 level.badguy thread AI_hostile_knife_kill_think();
 level.badguy waittill( "death" );
 level.flag_set( "knife_sequence_done" );
}

AI_hostile_think()
{
 self endon( "death" );
 
 self.animname = "hostile";
 self.allowdeath = true;
 self.ignoreme = true;
 self.health = 1;
 self thread stealth_enemy_endon_alert();
 
 level.knifeKillNode  anim_reach_solo( self, "phoneguy_idle_start" );
 level.knifeKillNode thread anim_loop_solo( self, "phoneguy_idle", undefined, "stop_idle" );
 
 
 self waittill( "stealth_enemy_endon_alert" );
 
 self setthreatbiasgroup();
 self.ignoreme = false;
 level.knifer.ignoreAll = false;
 level.knifeKillNode  notify( "stop_idle" );
}

AI_hostile_knife_kill_think()
{
 self endon( "death" );
 self endon( "stealth_enemy_endon_alert" );

 level.knifer setgoalpos( self.origin );
 flag_set( "knife_sequence_starting" );
 
 level.knifeKillNode anim_reach_solo( level.knifer, "knifekill" );
 
 self thread knife_kill_fx();
 self thread AI_hostile_knife_kill_abort_think();
 level.knifer attach( "weapon_parabolic_knife", "TAG_INHAND" );
 level.knifer playsound ( "scn_icbm_knife_melee" );
 
 level.knifeKillNode thread anim_single_solo( level.knifer, "knifekill" );
 level.knifeKillNode thread anim_single_solo( self, "phoneguy_death" );
 
 time =  getanimlength( self getanim( "phoneguy_death" ) );
 time -= 2.75;
 self delaythread( time, ::AI_hostile_knife_kill_finish_anim );
 self delaythread ( time, ::set_ignore_all );
 
 level.knifeKillNode waittill( "phoneguy_death" );
 
 level notify( "knife_kill_done" );
 level.knifer.ignoreAll = false;
 level.knifer setgoalpos( level.knifer.origin );
 level.knifer stopanimscripted();
 
 self.a.nodeath = true;
 self.allowdeath = true;

 self dodamage( self.health + 50, ( 0, 0, 0 ) );
}

AI_hostile_knife_kill_finish_anim()
{
 self endon( "stealth_enemy_endon_alert" );
 
 self notify( "_stealth_stop_stealth_logic" );
 self.allowdeath = false;
 self.a.nodeath = true;
}
set_ignore_all()
{
 self.ignoreall = true;
}

set_threatbias_group( group )
{
 assert( threatbiasgroupexists( group ) );
 self setthreatbiasgroup( group );
}

AI_hostile_knife_kill_abort_think()
{
 flag_wait( "knife_sequence_starting" );
 
 self waittill_either( "death", "stealth_enemy_endon_alert" );
 level.knifer detach( "weapon_parabolic_knife", "TAG_INHAND" );
 level.knifer stopanimscripted();
}

knife_kill_fx()
{
 self endon( "death" );
 
 self waittillmatch( "single anim", "knife hit" );
 playfxontag( level._effect[ "knife_stab" ], self, "j_neck" );
}


and i get this error:
Error:
******* script compile error *******
Error: bad syntax: (file 'maps/sp_test3.gsc', line 56)
level.flag_set( "knife_sequence_done" );
*
************************************
Loaded zone 'sp_test3'
dvar set cl_paused 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set com_errorTitle Error
dvar set com_errorMessage script compile error
bad syntax
level.flag_set( "knife_sequence_done" );
(see console for details)

********************
ERROR: script compile error
bad syntax
level.flag_set( "knife_sequence_done" );
(see console for details)


i'm not an advanced scripter but i really want to do this so plz help :)


edited on Oct. 3, 2009 05:24 am by basketrobin_4
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pinedsman
General Member
Since: Feb 26, 2007
Posts: 85
Last: Nov 28, 2012
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 05:48 am
Hmm, that's supposed to be
flag_set( "knife_sequence_done" );

not:
level.flag_set( "knife_sequence_done" );

must have been a typo while I was making the tutorial. Could a moderator correct this in the tutorial as well? Thanks.

Sorry about that.
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pinedsman
General Member
Since: Feb 26, 2007
Posts: 85
Last: Nov 28, 2012
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 06:23 am
Also these lines

#include common_scriptsutility;
#include maps_utility;
#include maps_anim;
#include maps_stealth_logic;

Should be:
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_stealth_logic;

If that could be corrected too, I would appreciate it. Thanks!
Share |
basketrobin_4
General Member
Since: Nov 30, 2008
Posts: 129
Last: Apr 4, 2011
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 12:23 pm
ow i get this error:

script runtime error *******
size cannot be applied to undefined: (file 'maps/_utility.gsc', line 5410)
self.spawn_functions[ self.spawn_functions.size ] = func;
*
Error: called from:
(file 'maps/sp_test3.gsc', line 36)
knifer_spawner add_spawn_function( ::stealth_ai );
*
Error: called from:
(file 'maps/sp_test3.gsc', line 17)
knife_setup();
*
Error: started from:
(file 'maps/sp_test3.gsc', line 6)
main()
*
Error: ************************************
dvar set cl_paused 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set com_errorTitle Error
dvar set com_errorMessage script runtime error
(see console for details)
size cannot be applied to undefined
********************
ERROR: script runtime error
(see console for details)
size cannot be applied to undefined
Share |
pinedsman
General Member
Since: Feb 26, 2007
Posts: 85
Last: Nov 28, 2012
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 12:54 pm
It means you don't have an spawner with a key/value "targetname" : "knifer"

did you set up your map properly?
Share |
basketrobin_4
General Member
Since: Nov 30, 2008
Posts: 129
Last: Apr 4, 2011
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 01:34 pm
yes, i have one in my map :)

so i don't understand the error
Share |
pinedsman
General Member
Since: Feb 26, 2007
Posts: 85
Last: Nov 28, 2012
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Saturday, Oct. 3, 2009 08:40 pm
Did it have the spawner box checked?
Share |
basketrobin_4
General Member
Since: Nov 30, 2008
Posts: 129
Last: Apr 4, 2011
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Sunday, Oct. 4, 2009 04:43 am
no, stupid of me
and now i get tis error:

******* script runtime error *******
undefined is not an object: (file 'maps/sp_test3.gsc', line 72)
level.knifeKillNode anim_reach_solo( self, "phoneguy_idle_start" );
*
Error: called from:
(file 'maps/_spawner.gsc', line 843)
thread [[ func[ "function" ] ]]();
*
Error: called from:
(file 'maps/_spawner.gsc', line 804)
thread run_spawn_functions();
*
Error: called from:
(file 'maps/_spawner.gsc', line 787)
spawn thread spawn_think( self.targetname );
*
Error: started from:
(file 'maps/_spawner.gsc', line 765)
self waittill( "spawned", spawn );
*
Error: ************************************
dvar set cl_paused 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set com_errorTitle Error
dvar set com_errorMessage script runtime error
(see console for details)
undefined is not an object
********************
ERROR: script runtime error
(see console for details)
undefined is not an object
Share |
pinedsman
General Member
Since: Feb 26, 2007
Posts: 85
Last: Nov 28, 2012
[view latest posts]
Level 3
Category: CoD4 Scripting
Posted: Sunday, Oct. 4, 2009 07:01 am
do you have a node_scripted with a key/value of "targetname" : "knife_node" ?
Share |
basketrobin_4
General Member
Since: Nov 30, 2008
Posts: 129
Last: Apr 4, 2011
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Sunday, Oct. 4, 2009 09:02 am
i didn't had it :p
but now he doesn't give any errors but he just shoot him. Not knife.

I think it's something with call the function how do you do that ?
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