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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: type undefined is not an int
Blade_MacTavish
General Member
Since: Jun 7, 2009
Posts: 438
Last: Jul 8, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 10, 2010 09:00 pm
Neither of the above options worked. This is pee-peeing me off.
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Blade_MacTavish
General Member
Since: Jun 7, 2009
Posts: 438
Last: Jul 8, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 10, 2010 10:55 pm
Quote:
}

create_triggerfx()
{
self.looper = spawnFx( level._effect[self.v["fxid"]], self.v["origin"], self.v["forward"], self.v["up"] );
triggerFx( self.looper, self.v["delay"] );
create_loopsound();
}


Those are the lines it mentions in the console.

Quote:
******* script runtime error *******
type undefined is not an int: (file 'maps/mp/_fx.gsc', line 90)
self.looper = spawnFx( level._effect[self.v["fxid"]], self.v["origin"], self.v["forward"], self.v["up"] );
*
Error: called from:
(file 'maps/mp/_fx.gsc', line 85)
create_triggerfx();
*
Error: started from:
(file 'maps/mp/_fx.gsc', line 80)
wait .05; // waitframe
*
Error: ************************************
Loaded zone 'mp_aftermath_v2'
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)
type undefined is not an int
********************
ERROR: script runtime error
(see console for details)
type undefined is not an int
********************
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Samuel033
General Member
Since: Dec 10, 2009
Posts: 484
Last: Dec 25, 2015
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Level 5
Category: CoD4 MP Mapping
Posted: Monday, May. 10, 2010 11:37 pm
It looks like you are giving some angles but you are not converting them to normal vectors and assigning their values to ["up"]. I dont know about mapping but in scripting normals are not automatically calculated for fx. I assume you would still use the same functions.

myforward = anglesToForward(ent.angles);
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Blade_MacTavish
General Member
Since: Jun 7, 2009
Posts: 438
Last: Jul 8, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 10, 2010 11:48 pm
So how would I fix this then? I don't know much about the angles other than the middle numbers.
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 10, 2010 11:48 pm
up and forward are automatically computed and assigned in _createFx.gsc


Are there any other runtime errors before that error you keep posting?
Make a logfile, then open it and search for "runtime"... the first error that comes up is probably where all the other errors are stemming from. Make sure to have developer and maybe even developer_script on.
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Blade_MacTavish
General Member
Since: Jun 7, 2009
Posts: 438
Last: Jul 8, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Monday, May. 10, 2010 11:50 pm
The first error was what I posted.
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 11, 2010 12:00 am
Try commenting out your createFx for your level and see if you still get an error.

//_createfx generated. Do not touch!!
main()
{
/*
...
...
...
...
*/
}
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Blade_MacTavish
General Member
Since: Jun 7, 2009
Posts: 438
Last: Jul 8, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 11, 2010 12:04 am
my _createFX.gsc, my mapname_fx.gsc (in createfx folder), or that createfx line in the _fx.gsc quote i posted.
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SparkyMcSparks
General Member
Since: Feb 28, 2004
Posts: 1713
Last: Dec 29, 2016
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Level 8
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 11, 2010 12:10 am
The one that starts with...


ent = maps\mp\_utility::createOneshotEffect( "sand_aftermath" );
ent.v[ "origin" ] = ( -6576, 688, 16 );
ent.v[ "angles" ] = ( 0, 90, 0 );
ent.v[ "fxid" ] = "sand_aftermath";
ent.v[ "delay" ] = -15;
ent.v[ "soundalias" ] = "airplane_wind_loop";
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Blade_MacTavish
General Member
Since: Jun 7, 2009
Posts: 438
Last: Jul 8, 2012
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Tuesday, May. 11, 2010 12:23 am
Yep, now the map loads.
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