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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: Error trying to load a map
Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD4 SP Mapping
Posted: Thursday, Jul. 12, 2012 12:38 am
Error when trying to load a map...

It has something to do with weapons in .gsc file i think, if someone have time to check it out thanks a lot!

Download map here.
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
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Level 5
Category: CoD4 SP Mapping
Posted: Thursday, Jul. 12, 2012 12:26 pm
? [confused]
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Johnno
General Member
Since: Mar 21, 2006
Posts: 160
Last: Dec 4, 2017
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Level 4
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Friday, Jul. 13, 2012 10:52 am
Check your console log, that should give you a clue

IT might be the viewhands,

the .gsc says 'level.player setViewmodel( "viewhands_sas_woodland" );'

you don't have it in your .csv

'xmodel,viewhands_sas_woodland'


edited on Jul. 13, 2012 04:51 am by Johnno
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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD4 SP Mapping
Posted: Friday, Jul. 13, 2012 02:58 pm
Well i "viewmodel_base_viewhands" and i do have it set in .csv file but i still get error when loading map...

Code:
#include maps\_utility; #include maps\_vehicle; #include maps\_helicopter_globals; #include common_scripts\utility; #include maps\_anim; #include maps\_utility_code; #include maps\_vehicle_aianim;  		main() 		{  	//weapon clips  		level.weaponClipModels = []; 		level.weaponClipModels[0] = "weapon_mp5_clip"; 		level.weaponClipModels[1] = "weapon_usp_clip"; 		level.weaponClipModels[2] = "weapon_m203_clip"; 		level.weaponClipModels[3] = "weapon_ak47_clip";  		maps\_load::main(); 		maps\_nightvision::main();  	//give player weapons  		level.player giveWeapon( "m4m203_silencer_reflex" ); 		level.player givemaxammo( "m4m203_silencer_reflex" ); 		level.player giveWeapon( "m14_scoped_silencer_woodland" ); 		level.player giveMaxAmmo( "m14_scoped_silencer_woodland" ); 		level.player giveWeapon( "fraggrenade" ); 		level.player giveWeapon( "flash_grenade" ); 		level.player setOffhandSecondaryClass( "flash" ); 		level.player giveWeapon( "c4" ); 		level.player SetActionSlot( 2, "weapon", "c4" ); 		level.player giveWeapon( "claymore" ); 		level.player SetActionSlot( 4, "weapon", "claymore" ); 		level.player switchToWeapon( "m4m203_silencer_reflex" ); 		level.player setViewmodel( "viewmodel_base_viewhands" ); 		level.campaign = "american";  	//precache models  		precachemodel( "m4_grunt");  	//precache items  		precacheitem( "mp5");  	//introscreen  		precacheString(&"mapname_INTROSCREEN_INTRO"); 		precacheString(&"mapname_INTROSCREEN_DATE"); 		precacheString(&"mapname_INTROSCREEN_PLACE"); 		precacheString(&"mapname_INTROSCREEN_INFO");  		thread introscreen();   		} 		introscreen() 		{   		//thread maps\_introscreen::introscreen_generic_white_fade_in( 2 ); // White fade in  		lines = []; // Create An Array Of Strings 		lines[ lines.size ] = &"mapname_INTROSCREEN_INTRO"; 		lines[ "date" ] = &"mapname_INTROSCREEN_DATE"; 		lines[ lines.size ] = &"mapname_INTROSCREEN_PLACE"; 		lines[ lines.size ] = &"mapname_INTROSCREEN_INFO";  		maps\_introscreen::introscreen_feed_lines( lines ); // Output Strings As Hud Elements 		wait 1; 		saveGame( "levelstart", &"AUTOSAVE_LEVELSTART", "whatever", true );  		wait(10 ); 		level notify("introscreen_complete"); // Notify level the intro screen is done   		}



Here is console log:

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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
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Level 5
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Friday, Jul. 13, 2012 06:41 pm
Try removing this line
Code:
level.weaponClipModels[1] = "weapon_usp_clip";
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
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Level 8
Category: CoD4 SP Mapping
Posted: Friday, Jul. 13, 2012 07:44 pm
first off you dont need a few of the scripts that u are calling in ur gsc.


Code:

#include maps\_anim; //<---u dont have animations yet so dont need to call this
#include maps\_helicopter_globals;//<-- dont see any helicopters in ur gsc nor threads ur using from there in ur gsc
#include maps\_vehicle;//<--no vehicles precached yet so i dont see why u have this
#include maps\_utility_code;//<-- dont need to call this as it is already called in the ' #include common_scripts\utility; '
#include maps\_vehicle_aianim;//<-- these handle animations from vehicles, which like i said earlier arent called in ur gsc or precache ( the vehicles not the anims )


secondly precachestrings have to be called BEFORE the ::load. The same is true for precacheItem and precachemodel. Bc these have to be loaded before the load. so it should look like so:

Code:


  	//weapon clips
	level.weaponClipModels = [];
	level.weaponClipModels[0] = "weapon_mp5_clip";
	level.weaponClipModels[1] = "weapon_usp_clip";
	level.weaponClipModels[2] = "weapon_m203_clip";
	level.weaponClipModels[3] = "weapon_ak47_clip";

  	//introscreen
	precacheString(&"mapname_INTROSCREEN_INTRO"); 
	precacheString(&"mapname_INTROSCREEN_DATE"); 
	precacheString(&"mapname_INTROSCREEN_PLACE");
	precacheString(&"mapname_INTROSCREEN_INFO"); 
	
		//precache models 
	precachemodel( "m4_grunt"); 

 	//precache items
	precacheitem( "mp5");
	
	maps\_load::main();

	//give player weapons 
	level.player giveWeapon( "m4m203_silencer_reflex" ); 
	level.player givemaxammo( "m4m203_silencer_reflex" ); 
	level.player giveWeapon( "m14_scoped_silencer_woodland" ); 
	level.player giveMaxAmmo( "m14_scoped_silencer_woodland" ); 
	level.player giveWeapon( "fraggrenade" ); 
	level.player giveWeapon( "flash_grenade" ); 
	level.player setOffhandSecondaryClass( "flash" ); 
	level.player giveWeapon( "c4" ); 
	level.player SetActionSlot( 2, "weapon", "c4" ); 
	level.player giveWeapon( "claymore" ); 
	level.player SetActionSlot( 4, "weapon", "claymore" );
	level.player switchToWeapon( "m4m203_silencer_reflex" );
	level.player setViewmodel( "viewmodel_base_viewhands" );
	level.campaign = "american";  	
		

	thread introscreen(); 




I believe this should fix your error.

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Zaphax
General Member
Since: Jun 17, 2008
Posts: 251
Last: Dec 29, 2013
[view latest posts]
Level 5
Category: CoD4 SP Mapping
Posted: Saturday, Jul. 14, 2012 12:33 am
mapname.gsc file

Code:
#include common_scripts\utility;  		main() 		{  	//weapon clips  		level.weaponClipModels = []; 		level.weaponClipModels[0] = "weapon_mp5_clip"; 		level.weaponClipModels[1] = "weapon_usp_clip"; 		level.weaponClipModels[2] = "weapon_m203_clip"; 		level.weaponClipModels[3] = "weapon_ak47_clip";    	//precache strings  		precacheString(&"mapname_INTROSCREEN_INTRO");  		precacheString(&"mapname_INTROSCREEN_DATE");  		precacheString(&"mapname_INTROSCREEN_PLACE"); 		precacheString(&"mapname_INTROSCREEN_INFO");  	 	//precache models   		precachemodel( "m4_grunt");    	//precache items  		precacheitem( "mp5");  	//main  		maps\_load::main(); 		maps\_nightvision::main();  	//give player weapons  		level.player giveWeapon( "m4m203_silencer_reflex" ); 		level.player givemaxammo( "m4m203_silencer_reflex" ); 		level.player giveWeapon( "m14_scoped_silencer_woodland" ); 		level.player giveMaxAmmo( "m14_scoped_silencer_woodland" ); 		level.player giveWeapon( "fraggrenade" ); 		level.player giveWeapon( "flash_grenade" ); 		level.player setOffhandSecondaryClass( "flash" ); 		level.player giveWeapon( "c4" ); 		level.player SetActionSlot( 2, "weapon", "c4" ); 		level.player giveWeapon( "claymore" ); 		level.player SetActionSlot( 4, "weapon", "claymore" ); 		level.player switchToWeapon( "m4m203_silencer_reflex" ); 		level.player setViewmodel( "viewmodel_base_viewhands" ); 		level.campaign = "american";  	//introscreen  		thread introscreen();  		} 		introscreen() 		{   		//thread maps\_introscreen::introscreen_generic_white_fade_in( 2 ); // White fade in  		lines = []; // Create An Array Of Strings 		lines[ lines.size ] = &"mapname_INTROSCREEN_INTRO"; 		lines[ "date" ] = &"mapname_INTROSCREEN_DATE"; 		lines[ lines.size ] = &"mapname_INTROSCREEN_PLACE"; 		lines[ lines.size ] = &"mapname_INTROSCREEN_INFO";  		maps\_introscreen::introscreen_feed_lines( lines ); // Output Strings As Hud Elements 		wait 1; 		saveGame( "levelstart", &"AUTOSAVE_LEVELSTART", "whatever", true );  		wait(10 ); 		level notify("introscreen_complete"); // Notify level the intro screen is done   		}



Zone File (mapname.csv)

Code:
ignore,code_post_gfx ignore,common col_map_sp,maps/mapname.d3dbsp rawfile,maps/mapname.gsc rawfile,maps/_nightvision.gsc rawfile,shock/nightvision.shock weapon,sp/mp5 weapon,sp/usp weapon,sp/m203 weapon,sp/ak47 weapon,sp/m14_scoped_silencer_woodland weapon,sp/c4 weapon,sp/claymore xmodel,weapon_mp5 xmodel,weapon_mp5_clip xmodel,m4_grunt xmodel,m4_grunt_clip xmodel,weapon_usp xmodel,weapon_usp_clip xmodel,weapon_m203 xmodel,weapon_m203_clip xmodel,weapon_ak47 xmodel,weapon_ak47_clip xmodel,weapon_binocular xmodel,viewmodel_mp5 xmodel,viewmodel_usp xmodel,viewmodel_m203 xmodel,viewmodel_ak47 xmodel,viewmodel_base_character xmodel,viewmodel_base_viewhands xmodel,viewmodel_NVG fx,shellejects/clip_mp5 fx,shellejects/clip_usp fx,shellejects/clip_m203 fx,shellejects/clip_ak47 fx,shellejects/clip_m14_scoped_silencer_woodland sound,ab_battlechatter,mapname,all_sp sound,common,mapname,!all_sp sound,generic,mapname,!all_sp sound,requests,mapname,!all_sp sound,us_battlechatter,mapname,all_sp sound,voiceovers,mapname,!all_sp localize,mapname material,nightvision_overlay_goggles material,hud_icon_nvg include,common_nightvision include,common_stealth




and here is the error that i am getting.

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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 SP Mapping
Posted: Saturday, Jul. 14, 2012 02:01 am
theres 2 errors, thats what the log says.

1) could not load xmodel "weapon_usp_clip". Thats bc if you look at the raw/weapons/sp folder u will only see 'usp' and 'usp_silencer'. and since ur model is not the silencer type i would strongly suggest to change it to 'weapon_usp' and then in your zone file make sure u update it correctly. Dont forget also about the weapons clips to change it in there as well.

2)could not load xmodel 'm4_grunt'. So this one is found in the weapons file but u might have just forgotten to add it to ur zone file.But i think the issue is that your precaching it as a precachemodel when u shouldnt. (if i remember correctly) dont precache weapons unless ur going to use them somehow via script. such as spawning it via script, making them fire, etc....things of that nature. so remove ur precache models and ur precache items.

rebuild ff and then run test.



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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 SP Mapping
Posted: Saturday, Jul. 14, 2012 06:57 am
3st0nian writes...
Quote:
Try removing this line
Code:
level.weaponClipModels[1] = "weapon_usp_clip";

You still have to remove this. You can not use pistols there, only assault rifles, submachineguns and dragunov rifle(weapons with clips).
level.weaponClipModels thingy is used, so then AI reloads, theyre weapons will drop clips. But as AI rarely uses pistols, pistols are not meant to drop clips. You can also check stock scripts, none of them will have level.weaponClipModels[1] = "weapon_somePistol_clip.
This may be the reason youre getting could not load "weapon_usp_clip" error

edited on Jul. 14, 2012 12:36 am by 3st0nian
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD4 SP Mapping
Posted: Saturday, Jul. 14, 2012 09:30 am
Error: "could not load xmodel "weapon_usp_clip".

Cause: there isn't an xmodel named weapon_usp_clip. So, the game can't load it.

It's as simple as that really, although I think 3st0nian goes part way to explaining it: because AI don't use pistols, there was never any reason to create models for the clips for them.
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