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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: my script i think ?
cyclotic
General Member
Since: Apr 11, 2008
Posts: 14
Last: Jun 18, 2011
[view latest posts]
Level 1
Category: CoD4 Scripting
Posted: Tuesday, Mar. 22, 2011 05:49 pm
attachment: image(52.5Kb)
hey me again new problem lol .... map running fine until i added my fx files ....... heres my fx gsc ....
main()
{

level._effect["dust"] = loadfx ("dust/airfield_dust");


/#
if ( getdvar( "clientSideEffects" ) != "1" )
maps\createfx\mp_airfield_fx::main();
#/

}



and my createfx.gsc


main()
{


ent = maps\mp\_utility::createOneshotEffect( "dust" );
ent.v[ "origin" ] = ( 0, 0, 0 );
ent.v[ "angles" ] = ( 270, 0, 0 );
ent.v[ "fxid" ] = "dust";
ent.v[ "delay" ] = -15;


}
and my main gsc


main()
{
maps\mp\mp_airfield_rotate::main();
maps\mp\elevator::main();
maps\mp\elevator2::main();
maps\mp\mp_airfield_fx::main();
maps\mp\_load::main();


game["allies"] = "marines";
game["axis"] = "sas";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
}
now when i try to run the game i get script runtime error assert fail :destructible object destructible_type key/value of vehicle_80s_hatch2_brn is not valid ......... i have removed the brn car in question and removed it from zone file recompiled and still the same any answers cheers also a screen of my console hope this helps and thank you for any help :)
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SlickToxic
General Member
Since: Mar 21, 2005
Posts: 119
Last: Apr 4, 2015
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Tuesday, Mar. 22, 2011 07:20 pm
you forgot to add "maps\createfx\mp_airfield_fx::main();" to your main gsc and zone file by the looks of it.
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cyclotic
General Member
Since: Apr 11, 2008
Posts: 14
Last: Jun 18, 2011
[view latest posts]
Level 1
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 01:04 am
ok i added ............maps/createfx/mp_airfield_fx::main(); to gsc and updated zone with ........... rawfile,maps/createfx/mp_airfield_fx.gsc

still getting error :(
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SlickToxic
General Member
Since: Mar 21, 2005
Posts: 119
Last: Apr 4, 2015
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 02:19 am
Did you try the fix for distructable cars?
http://modsonline.com/Tutorials-read-457.html
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 11:13 am
I could be wrong but anyway its best practice to run the _load.gsc BEFORE any other scripts, especially FX so here is the correct Main GSC file:

Code:

main()
{
maps\mp\_load::main();
maps\mp\mp_airfield_rotate::main();
maps\mp\elevator::main();
maps\mp\elevator2::main();
maps\mp\mp_airfield_fx::main();

game["allies"] = "marines";
game["axis"] = "sas";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
}
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SlickToxic
General Member
Since: Mar 21, 2005
Posts: 119
Last: Apr 4, 2015
[view latest posts]
Level 4
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 11:25 am
Brain fart.....

@Zeroy
Because the createfx is called from the fx.gsc i wonder if it still has to be called from the main gsc? I noticed you didn't add it, is this the reason?
Im thinking it is a must for the zone file though.
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 11:36 am
SlickToxic writes...
Quote:
Brain fart.....

@Zeroy
Because the createfx is called from the fx.gsc i wonder if it still has to be called from the main gsc? I noticed you didn't add it, is this the reason?
Im thinking it is a must for the zone file though.


I simply put the _load.gsc call line on top,

maps\mp\mp_airfield_fx::main();

is still there and should be! _load.gsc initialize some FXs stuff and thats why you need to have it called first, before FXs and other script is best!
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cyclotic
General Member
Since: Apr 11, 2008
Posts: 14
Last: Jun 18, 2011
[view latest posts]
Level 1
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 05:53 pm
SlickToxic writes...
Quote:
Did you try the fix for distructable cars?
http://modsonline.com/Tutorials-read-457.html




yeah did that like i say all worked elevators,carsand rotatating untill i added fx files
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cyclotic
General Member
Since: Apr 11, 2008
Posts: 14
Last: Jun 18, 2011
[view latest posts]
Level 1
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 06:00 pm
zeroy writes...
Quote:
I could be wrong but anyway its best practice to run the _load.gsc BEFORE any other scripts, especially FX so here is the correct Main GSC file:

Code:

main()
{
maps\mp\_load::main();
maps\mp\mp_airfield_rotate::main();
maps\mp\elevator::main();
maps\mp\elevator2::main();
maps\mp\mp_airfield_fx::main();

game["allies"] = "marines";
game["axis"] = "sas";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
}



ok tried that too and still no joy mabe i should just do without visual fx :( doing my sweed in lol
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cyclotic
General Member
Since: Apr 11, 2008
Posts: 14
Last: Jun 18, 2011
[view latest posts]
Level 1
Category: CoD4 Scripting
Posted: Wednesday, Mar. 23, 2011 06:45 pm
ok thanks guy for help seems i missed a car on my map hatch 2 deleted it now maps working again feel rather stupid but thanks for all help :)
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