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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Fx error need help
Buckley
General Member
Since: Aug 21, 2009
Posts: 16
Last: Jan 29, 2010
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 5, 2010 01:35 pm
im making a map and using a tut off this web here i got a SP script for FX easy enough i changed it over to Mp had the fire smoke all that in my map but now when i added one more peace of fire i get this when i turn on the map





Fatal error
error during installation:
[] script runtime error
(see console for details)
(file 'maps/mp/_fx.gsc, line 152)



and console says:


------- Game Initialization -------
gamename: Call of Duty 2
gamedate: May 1 2006
----------------------
Game: G_SetupWeaponDef
----------------------
-----------------------------------
frag_grenade_american_mp: WEAPON_FRAGGRENADE
smoke_grenade_american_mp: WEAPON_SMOKEGRENADE
frag_grenade_german_mp: WEAPON_FRAGGRENADE
smoke_grenade_german_mp: WEAPON_SMOKEGRENADE
script runtime warning: potential infinite loop in script.
(file 'maps/mp/gametypes/_weapons.gsc', line 208)
for(i = 0; i < level.weaponnames.size; i++)
*

******* script runtime error *******
type float is not a vector: (file 'maps/mp/_fx.gsc', line 189)
looper = playLoopedFx( level._effect[fxId], ent.delay, ent.org, dist );
*
started from:
(file 'maps/mp/_fx.gsc', line 152)
wait .05; // waitframe
*
************************************
writing to: C:\Program Files\Activision\Call of Duty 2\servercache.dat
Error during initialization:
script runtime error
(see console for details)
(file 'maps/mp/_fx.gsc', line 152)




//////////////////////////////////////////////////////////////////////////
my maps _fx.gsc has only about 20 lines and none of what it says in the error and i dont know whjats wrong if someone could help it would be great my xfire is: sgtandrewbuck and email: andrewbuckley09@gmail.com

great if i can get help as soon as posible [thumbs_up]


edited on Jan. 5, 2010 10:42 am by Buckley



>>>> my _fx.gsc <<<<


main()
{
level thread precacheFX();
level thread spawnWorldFX();
}

precacheFX()
{
level._effect["building_fire_med"] = loadfx ("fx/fire/building_fire_med.efx");
level._effect["damaged_vehicle_smoke"] = loadfx ("fx/smoke/damaged_vehicle_smoke.efx");
}

spawnWorldFX()
{

//fire
maps\mp\_fx::loopfx("building_fire_med", (481.0 -813.0 -76), 2);


//smoke
maps\mp\_fx::loopfx("damaged_vehicle_smoke", (481.0 -813.0 -76), 0.6);
}
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 5, 2010 03:28 pm
Please post your custom fx GSC - then we might be able to see why you are getting the error.
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 5, 2010 04:10 pm
There is the reason - you have position before delay time.

Try this instead:

Code:
	//fire
	firefx = playerloopfx( level._effect["building_fire_med"], 2, (481.0, -813.0, -76) );
	
	//smoke 
	smokefx = playloopfx( level._effect["damaged_vehicle_smoke"], 0.6, (481.0, -813.0, -76) );
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Buckley
General Member
Since: Aug 21, 2009
Posts: 16
Last: Jan 29, 2010
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 5, 2010 05:07 pm
thak you mr. demonseed for all your help [thumbs_up]
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