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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Hiding door
Marty22
General Member
Since: Jan 2, 2008
Posts: 42
Last: Sep 16, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Sunday, Jan. 24, 2010 05:21 pm
Hello,
I'm trying to get the "hiding door" to work by following the guide IW made:

Code:
place a hiding_door_guy prefab and then place a spawner next to it with script_noteworthy "hiding_door_spawner".

Spawn the guy however you like (trigger or script)

Target the spawner to a trigger, this trigger will make the guy open the door.

Alternatively put a script_flag_wait on the spawner.
The guy will wait for the flag to be set before opening the door.

If you put neither, a trigger_radius will be spawned, using the radius of the spawner if a radius is set


After I did this setup and started my map, I got an error:

Code:
******* script runtime error *******
undefined is not an array, string, or vector: (file 'maps/_utility.gsc', line 2374)
 self UseAnimTree( level.scr_animtree[ self.animname ] );
                         *
Error: called from:
(file 'maps/_utility.gsc', line 2403)
 model assign_animtree();
       *
Error: called from:
(file 'maps/_spawner.gsc', line 4643)
 door = spawn_anim_model( "hiding_door" );
        *
Error: called from:
(file 'common_scripts/utility.gsc', line 586)
  entities[ keys[ i ] ] thread [[ process ]]();
                                  *
Error: called from:
(file 'maps/_utility.gsc', line 7116)
 array_thread( array, func, param1, param2, param3 );
 *
Error: called from:
(file 'maps/_spawner.gsc', line 132)
 run_thread_on_noteworthy( "hiding_door_spawner", ::hiding_door_spawner );
 *
Error: called from:
(file 'maps/_load.gsc', line 452)
 maps\_spawner::main();
 *
Error: called from:
(file 'maps/testmap.gsc', line 13)
    maps\_load::main();
    *
Error: started from:
(file 'maps/testmap.gsc', line 10)
main()
*
Error: ************************************


Could this be because such an animtree doesn't exist?

Any one tried to make this work before? I've tried a lot of things, but no matter what, I get that same error.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Aug 31, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Monday, Jan. 25, 2010 03:44 pm
ill give this a try later to see how it actually works and ill try to get back to you by later tonight.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Aug 31, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Monday, Jan. 25, 2010 05:56 pm
so i tested it and it works fine. just like they say.

1) place the misc_prefab of "door_hiding_open.map" or "door_hiding_closed.map" into your map wherever u want this event to happen.

2) Place an AI on the inner part( thats the part the player cant get to him )

3) check "spawner" on the ai and "forcespawn"

4) give him key/values of "script_noteworthy"/"hidding_door_spawner"

5) spawn ur ai via a trigger or script. Thats up to you.

6) OPTIONAL:

i) place key/values of "script_flag_wait"/ your_flag. You'll
have to call the flag at your discretion.

or

ii) Dont give him a flag and he will start shooting when you get
near him.


Make sure you have in your mapname.gsc:

Code:
maps\_hiding_door::main();


before the _load::main();

and in your zone file make sure u have the right stuff added, which should be something like this:

Code:


rawfile,animtrees/script_model.atr
rawfile,maps/_hiding_door.gsc

xanim,doorpeek_open
xanim,doorpeek_kick
xanim,doorpeek_jump
xanim,doorpeek_idle
xanim,doorpeek_grenade
xanim,doorpeek_firec
xanim,doorpeek_fireb
xanim,doorpeek_firea
xanim,doorpeek_deathb
xanim,doorpeek_deatha
xanim,doorpeek_close
xanim,exposed_idle_twitch_v4
xanim,exposed_idle_twitch
xanim,exposed_idle_reacta
xanim,exposed_idle_reactb
xanim,combat_jog
xanim,patrol_jog
xanim,patrol_bored_patrolwalk
xanim,patrol_boredwalk_lookcycle_b
xanim,patrol_boredwalk_lookcycle_a
xanim,patrol_boredrun_find
xanim,patrol_boredjog_find
xanim,patrol_boredwalk_find
xanim,patrol_bored_react_look_retreat
xanim,patrol_bored_react_look_advance
xanim,patrol_bored_react_walkstop_short
xanim,patrol_bored_react_walkstop
xanim,patrol_bored_react_look_v2
xanim,patrol_bored_react_look_v1
xanim,patrol_bored_2_walk_180turn
xanim,void_loop
xanim,german_shepherd_wakeup_fast
xanim,german_shepherd_wakeup_slow
xanim,german_shepherd_sleeping
xanim,doorpeek_open_door
xanim,doorpeek_kick_door
xanim,doorpeek_jump_door
xanim,doorpeek_idle_door
xanim,doorpeek_grenade_door
xanim,doorpeek_firec_door
xanim,doorpeek_fireb_door
xanim,doorpeek_firea_door
xanim,doorpeek_deathb_door
xanim,doorpeek_deatha_door
xanim,doorpeek_close_door




I dont think all of them are needed but thats wat had showned up after i had run the map with dev, dev_script, and cheats on.

I think that you got that error because u failed to update the zone file? oO
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Marty22
General Member
Since: Jan 2, 2008
Posts: 42
Last: Sep 16, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Tuesday, Jan. 26, 2010 04:26 pm
Doh! I put

Code:
maps\_hiding_door::main();


after _load::main();


Cheers [thumbs_up]
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Aug 31, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Tuesday, Jan. 26, 2010 04:32 pm
well i just said that because i based it off of the blackout.gsc, as they have it before as well, and i followed that method. but anywho did it finally worked for you?
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Marty22
General Member
Since: Jan 2, 2008
Posts: 42
Last: Sep 16, 2011
[view latest posts]
Level 2
Category: CoD4 SP Mapping
Posted: Thursday, Jan. 28, 2010 03:10 pm
Yes, it works perfectly now. At least now I know, that this is something, I should look after the next time.

Thanks again.
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yo_milo
General Member
Since: Sep 13, 2015
Posts: 11
Last: Dec 1, 2017
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Wednesday, Oct. 14, 2015 12:01 am
It does not work for me. For some reason it cannot open "maps_hiding_door.gsc", which, I cannot find anywhere. It is supposed to be included in the modkit, right?

Anyways, I assume that is why my soldier does not Open the door.
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