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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Another Error
S3NiC
General Member
Since: Aug 13, 2009
Posts: 71
Last: Feb 1, 2010
[view latest posts]
Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Friday, Oct. 23, 2009 03:10 am
Hey Guys sorry I am kinda a noob when it coms to scripting but this is the error i got.

http://www.youtube.com/watch?v=bHaef1U2r0Y

Here are the GsCs that i used.

Code:
main()
{
  level.elevatorDown = true;
  level.elevatorMoving = false;
  thread elevator_start();
}<br />
<br />
elevator_start()
{
  elevator = getentarray ("switch","targetname");
  if ( isdefined(elevator) )
  for (i = 0; i < elevator.size; i++)
  elevator[i] thread elevator_think();
}<br />
<br />
elevator_think()
{
  while (1)
  {
   self waittill ("trigger");
   if (!level.elevatorMoving)
   thread elevator_move();
  }
}<br />
<br />
elevator_move()
{
  elevatormodel = getent ("elevator", "targetname");
  level.elevatorMoving = true;
  speed = 10;
  height =581;
  if (level.elevatorDown) 
  {
   elevatormodel playsound ("elevator");
   elevatormodel movez (height, speed);
   elevatormodel waittill ("movedone");
   level.elevatorDown = false;
  }
  else
  {
   elevatormodel playsound ("elevator");
   elevatormodel movez (height - (height * 2), speed);
   elevatormodel waittill ("movedone");
   level.elevatorDown = true;
  }
  level.elevatorMoving = false;
}


Code:
main()
{
	maps\mp\_door::main();
	maps\mp\_load::main();
	maps\mp\_elevator::main();
	maps\mp\_teleport::main();<br />
<br />
	<br />
<br />
<br />
<br />
	ambientPlay("ambient_backlot_ext");
	
	level._effect ["javelin_explosion"] = loadfx ("explosions/javelin_explosion");<br />
<br />
	game["allies"] = "sas";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "woodland";
	game["axis_soldiertype"] = "woodland";
	
	setdvar( "r_specularcolorscale", "1" );
	
	setdvar("r_glowbloomintensity0",".25");
	setdvar("r_glowbloomintensity1",".25");
	setdvar("r_glowskybleedintensity0",".3");
	setdvar("compassmaxrange","1800");<br />
<br />
	thread jump1();
	thread jump2();
}<br />
<br />
jump1() 
{ 
	jump1 = getent ("jump1","targetname"); 
	glow1 = getent ("glow1","targetname"); 
	air1 = getent ("air1","targetname"); 
	air2 = getent ("air2","targetname"); 
	air3 = getent ("air3","targetname"); 
	air4 = getent ("air4","targetname"); <br />
<br />
	level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" ); 
	maps\mp\_fx::loopfx("beacon_glow", (glow1.origin), 3, (glow1.origin) + (0, 0, 90)); <br />
<br />
	while (1) 
	{ 
		jump1 waittill ("trigger",user); 
		if (user istouching(jump1)) 
		{ 
		//throw = user.origin + (100, 100, 0); <br />
<br />
		air_a = spawn ("script_model",(0,0,0)); 
		air_a.origin = user.origin; 
		air_a.angles = user.angles; 
		user linkto (air_a); 
		time = 1; 
		air_a moveto (air1.origin, 1); 
		wait (1); 
		air_a moveto (air2.origin, 1); 
		wait (.5); 
		air_a moveto (air3.origin, 1); 
		wait (.5); 
		air_a moveto (air4.origin, 1); <br />
<br />
		//air_a moveto (throw, time, 0.5,0.5); 
		//air_a moveto (throw, time, 0.5,0.5); <br />
<br />
		wait (1); 
		user unlink(); 
		wait (1); 
		} 
	} 
}<br />
<br />
jump2() 
{ 
	jump2 = getent ("jump2","targetname"); 
	glow2 = getent ("glow2","targetname"); 
	air5 = getent ("air5","targetname"); 
	air6 = getent ("air6","targetname"); 
	air7 = getent ("air7","targetname"); 
	air8 = getent ("air8","targetname"); <br />
<br />
	level._effect[ "beacon_glow" ] = loadfx( "misc/ui_pickup_available" ); 
	maps\mp\_fx::loopfx("beacon_glow", (glow2.origin), 3, (glow2.origin) + (0, 0, 90)); <br />
<br />
	while (1) 
	{ 
		jump2 waittill ("trigger",user); 
		if (user istouching(jump2)) 
		{ 
		//throw = user.origin + (100, 100, 0); <br />
<br />
		air_b = spawn ("script_model",(0,0,0)); 
		air_b.origin = user.origin; 
		air_b.angles = user.angles; 
		user linkto (air_b); 
		time = 1; 
		air_b moveto (air5.origin, 1); 
		wait (1); 
		air_b moveto (air6.origin, 1); 
		wait (.5); 
		air_b moveto (air7.origin, 1); 
		wait (.5); 
		air_b moveto (air8.origin, 1); <br />
<br />
		//air_b moveto (throw, time, 0.5,0.5); 
		//air_b moveto (throw, time, 0.5,0.5); <br />
<br />
		wait (1); 
		user unlink(); 
		wait (1); 
		} 
	} 
}<br />
<br />
finishmap()
{
	trigger = getent("anything","targetname");<br />
<br />
	while (1)
	{
		trigger waittill("trigger", user);
		if(user.sessionstate == "playing" && !isdefined(user.done))
		{
			user iprintlnbold ("Hey!" + user.name + "Good luck in the S3NiC Maze!");	
			user.done = true;
		}
	}
}<br />
<br />
finish()
{
	trigger = getent("wow","targetname");<br />
<br />
	while (1)
	{
		trigger waittill("trigger", user);
		if(user.sessionstate == "playing" && !isdefined(user.done))
		{
			user iprintlnbold ("Hey!" + user.name + "You just completed S3NiC's Maze!");	
			user.done = true;
		}
	}
}


Anyone know how to fix?

Oh yeah i forgot to add i followed this tutorial.

http://wiki.modsrepository.com/index.php/Call_of_Duty_4:_Elevator_Brushes

edited on Oct. 22, 2009 11:13 pm by S3NiC
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