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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: map on server crash
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, May. 11, 2011 06:32 pm
ok i host it remote on my computer or my wifes and we can play it no issues.
but when i load it up to my clans game server
the map starts to load splash screen with map picture
and all that it says waiting for server to load map,,
server disconnet error and server crashs.
is this a gsc problem maybe?

my gsc

i have planes and some mice instead of planes that are called on by the gsc but i get nothing to tell me what kind of error




main()
{
setCullFog (0, 8000, .32, .36, .40, 0);
ambientPlay("ambient_mp_brecourt");
// set the nighttime flag to be off
setcvar("sv_night", "0" );

maps\mp\_load::main();

level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
maps\mp\_fx::loopfx("smoke", (984, -1073, -460), 0.6);

level thread maps\mp\mice::main();
level thread maps\mp\levels_fx::main();
level thread maps\mp\door::main();


//FX
//maps\mp\team_zero::main();




game["allies"] = "american";
game["axis"] = "german";



//Vehicles
//level thread maps\mp\_tankdrive_gmi::main();
//level thread maps\mp\_jeepdrive_gmi::main();
//level thread maps\mp\_flak_gmi::main();

game["american_soldiertype"] = "airborne";
game["american_soldiervariation"] = "normal";
game["german_soldiertype"] = "fallschirmjagergrey";
game["german_soldiervariation"] = "normal";

game["attackers"] = "allies";
game["defenders"] = "axis";



//retrieval settings
level.obj["1"] = (&"RE_OBJ_CODE_BOOK");
level.obj["2"] = (&"RE_OBJ_CODE_BOOK");
game["re_attackers"] = "axis";
game["re_defenders"] = "allies";
game["re_attackers_obj_text"] = "Find the codebooks & return with them.";
game["re_defenders_obj_text"] = "Protect the codebooks!";
game["re_spectator_obj_text"] = "Axis have to return to base with the codebooks.";
game["re_attackers_intro_text"] = "Locate & return with the Russian codebooks.";
game["re_defenders_intro_text"] = "Don't let the codebooks slip into Axis hands!!!";


if (getcvar("g_gametype") == "hq")

//spawn radio1
radio = spawn("script_model", (0,0,0));
radio.origin = (-149, -460, -287);
radio.angles = (0, 90,0);
radio.targetname = "hqradio";

//spawn radio2
radio = spawn("script_model", (0,0,0));
radio.origin = (837, 1437, -564);
radio.angles = (0, 90,0);
radio.targetname = "hqradio";

//spawn radio3
radio = spawn("script_model", (0,0,0));
radio.origin = (1978, 2220, 25);
radio.angles = (0, 360,0);
radio.targetname = "hqradio";

//spawn radio4
radio = spawn("script_model", (0,0,0));
radio.origin = (439, -289, -426);
radio.angles = (0, 180,0);
radio.targetname = "hqradio";

//spawn radio5
radio = spawn("script_model", (0,0,0));
radio.origin = (-1025, -1097, -322);
radio.angles = (0, 326,0);
radio.targetname = "hqradio";

//spawn radio6
radio = spawn("script_model", (0,0,0));
radio.origin = (1225, -1204, -426);
radio.angles = (0, 90,0);
radio.targetname = "hqradio";

//spawn radio7
radio = spawn("script_model", (0,0,0));
radio.origin = (-215, -832, -434);
radio.angles = (0, 326,0);
radio.targetname = "hqradio";

//spawn radio8
radio = spawn("script_model", (0,0,0));
radio.origin = (765, -460, -318);
radio.angles = (0, 149,0);
radio.targetname = "hqradio";

thread crickets();

thread frogs();

thread water();

thread vtrola();

thread radio();

thread pie_compress();

thread arc();

thread greg();

thread planes ();


}
//-----------------------end of main-----------------------



//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
crickets() {
source = getentarray ("cricket", "targetname");

if (isdefined(source))
for (i = 0 ; i < source.size ; i++)
{
wait(.3);
source playloopsound("cricket");
}
}


//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
frogs() {
frog = getentarray ("frogsource", "targetname");

if (isdefined(frog))
for (i = 0 ; i < frog.size ; i++)
{
wait(.3);
frog playloopsound("frogs");
}
}


//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
water() {
ent = getentarray ("water_speaker", "targetname");

if (isdefined(ent))
for (i = 0 ; i < ent.size ; i++)
{
wait(.3);
ent playloopsound("fontaine");
}
}


//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
vtrola() {
ent = getentarray ("vtrola", "targetname");

if (isdefined(ent))
for (i = 0 ; i < ent.size ; i++)
{
wait(.3);
ent playloopsound("vtrola");
}
}

//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
radio() {
ent = getentarray ("radio", "targetname");

if (isdefined(ent))
for (i = 0 ; i < ent.size ; i++)
{
wait(.3);
ent playloopsound("radio");
}
}

//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
pie_compress() {
ent = getentarray ("motor", "targetname");

if (isdefined(ent))
for (i = 0 ; i < ent.size ; i++)
{
wait(.3);
ent playloopsound("pie_compress");
}
}
//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
arc() {
ent = getentarray ("grassy38", "targetname");

if (isdefined(ent))
for (i = 0 ; i < ent.size ; i++)
{
wait(.3);
ent playloopsound("arc1");
}
}
//-----------------------
//grab all locations of script_models (can have multiple models with the same targetname)
//-----------------------
greg() {
ent = getentarray ("greg", "targetname");

if (isdefined(ent))
for (i = 0 ; i < ent.size ; i++)
{
wait(.3);
ent playloopsound("pie_rire");
}
}

planes()
{
level.PlaneSpeed = 5.75; //vitesse de notre avion 1 = très rapide ; 10 = très lent
stuka1 = getent ("stuka1","targetname");
stuka3 = getent ("stuka3","targetname");
stuka2 = getent ("stuka2","targetname");

temp = getent (stuka1.target,"targetname");
stuka1.dest = temp.origin;
stuka1.start = stuka1.origin;
stuka1 hide();

temp = getent (stuka3.target,"targetname");
stuka3.dest = temp.origin;
stuka3.start = stuka3.origin;
stuka3 hide();

temp = getent (stuka2.target,"targetname");
stuka2.dest = temp.origin;
stuka2.start = stuka2.origin;
stuka2 hide();

wait 2;
while (1)
{
stuka1 thread passage_avions("son_spitfire");
wait 12;
stuka2 thread passage_avions("son_messerchmitt");
stuka3 thread passage_avions("son_messerchmitt");
wait 120; // boucle du thread toutes les X secondes
}
}


passage_avions(sound)

{
if (isdefined (sound))
self playloopsound (sound); //le son tourne en permanence et le bruit vient bien de l'avion
wait 1;
self show();
self moveto(self.dest, level.PlaneSpeed, 0.1, 0.1, 0.1);
wait level.PlaneSpeed;
self stoploopsound (sound); //le son est stoppé
self hide();
self.origin = self.start;
}
Share |
GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, May. 12, 2011 02:25 am
Just from your description of the problem, my first guess is that there is a script error somewhere. Have you tried running the map on your computer in development mode?
Share |
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Thursday, May. 12, 2011 04:09 am
no i have not i am unsure how to do that?
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, May. 12, 2011 12:29 pm
Okay, well it's easy enough. With the map loaded into your UO folder start the game. From the main menu select Start New Server. At the next screen open the console by pressing the tilde key " ` " , on most keyboards it's just above the Tab key. With the console open type in "developer 1" and enter, next type in "devmap" "yourmapname" without the quotes. The map will then start to load, if there is a script error it will show up here and in the console you will find which line the game is having a problem with. Hope this helps.

I don't know squat about scripting but shouldn't the arguments like this:

if (isdefined(source))
for (i = 0 ; i < source.size ; i++)
{
wait(.3);
source playloopsound("cricket");
}

Be like this:

if (isdefined(source))
{
for (i = 0 ; i < source.size ; i++)
wait(.3);
source playloopsound("cricket");
}
Share |
bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Thursday, May. 12, 2011 02:38 pm
wellllllll oddly enough it says
undefinde list the map and line
and says its the radio origin
when i cut one radio out it then does the same on the next radio
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bubbazan68
General Member
Since: May 24, 2010
Posts: 62
Last: Oct 3, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Sunday, May. 22, 2011 10:09 pm
ok devmap kept saying the HQ origin was bad
since i had script model radios i got rid of the HQ's in the gsc and dev map no issues.
now on the server it still just quits
i did notice that when in rcon console other maps load
it says 0 teams with 0 entities
but when my map loads it says
1 team with 2 entities?


any one have any other ideas?
any other devmap commands i should try??
any one want the map to look at ??
Share |
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