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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: elevtor
flev93
General Member
Since: Oct 12, 2010
Posts: 21
Last: Jan 20, 2013
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Wednesday, Jan. 16, 2013 11:19 pm
yoo again:D

so ive made an elevator in new zombie map its a box elevator not just a floor:)

so ive made the box, Pressed (N) targetname (elevator)
trigger box Pressed (N) Tagername -> (trig_elevator)

i seleted all sides by the way and then pressed N for elevator!

i have my ARENA file:

{
map "mp_godknows"
longname "^9evil^1.^7godknows"
gametype "tdm"
}


GSC file:

main();
{
maps\mp\_load::main();
thread elevator1();


setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

}

anthor GSC file named elevator:

main()
{
thread elevator();
}

elevator()
{
elevator=getent("elevator","targetname");
trig=getent("trig_elevator","targetname");
while(1)
{
trig waittill ("trigger");
elevator movez (896,7,1.9,1.9);
elevator waittill ("movedone");
wait(1);
elevator movez (-896,7,1.9,5);
elevator waittill ("movedone");
}
}

and i have my d3dbsp file ofc, when i make it into iwd file, i get error see console for details, bad sytax or somthing, my mate got it to work with just a floor elevator but i dont want that:) help someone:D:D

TANKYOU!

edited on Jan. 16, 2013 04:21 pm by flev93
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 09:50 am
Use codetags;)

As I told you, you need to past the script in the mp_mapname.gsc

Code:
main();
{
maps\mp\_load::main();
thread elevator1();


setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

}

elevator1()
{
elevator=getent("elevator","targetname");
trig=getent("trig_elevator","targetname");
while(1)
{
trig waittill ("trigger");
elevator movez (896,7,1.9,1.9);
elevator waittill ("movedone");
wait(1);
elevator movez (-896,7,1.9,5);
elevator waittill ("movedone");
}
} 


I will explain the errors.
First u thread elevator(); But there is no thread called elevator(); in that script so it gives u an error.

Same thing for your second sript you posted.
You thread elevator();

But the thread is called elevator1(); Make sure you use the same names
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flev93
General Member
Since: Oct 12, 2010
Posts: 21
Last: Jan 20, 2013
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 10:10 am
I dont understand mate!,

I done everything you told me on xfire I got an error, so someone tryed to help but no joy:(
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 11:24 am
You don't have other mods and maps in ur main right? What error do you get? Always before you start your map do /developer 1 in the console
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flev93
General Member
Since: Oct 12, 2010
Posts: 21
Last: Jan 20, 2013
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 12:57 pm
no other mods/maps in MAIN/

ive done it how you told me to do it now :-

GSC FILE;

main();
{
maps\mp\_load::main();
thread elevator();


setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
// setCullFog(0, 16500, 0.55, 0.6, 0.55, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setCvar("r_glowbloomintensity0", ".25");
setCvar("r_glowbloomintensity1", ".25");
setcvar("r_glowskybleedintensity0",".3");

}

elevator()
{
elevator=getent("elevator","targetname");
trig=getent("trig_elevator","targetname");
while(1)
{
trig waittill ("trigger");
elevator movez (896,7,1.9,1.9);
elevator waittill ("movedone");
wait(1);
elevator movez (-896,7,1.9,5);
elevator waittill ("movedone");
}
}

then i go into game, /developer 1 /map mp_mapname!

error see console for etc

says: unknown function; (file 'maps/mp/gametypes/_menus.gsc', line 92)
endparty();
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 06:29 pm
Your maps works fine. There is an error in a mod in main. Make sure you deleted all the mods from main. When you are inside your "main" press "Compability files" and delete the mods /maps that are visible now;)
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extreem515
General Member
Since: Jul 8, 2011
Posts: 34
Last: Apr 4, 2014
[view latest posts]
Level 2
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Thursday, Jan. 17, 2013 07:02 pm
testestestestestes
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flev93
General Member
Since: Oct 12, 2010
Posts: 21
Last: Jan 20, 2013
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Friday, Jan. 18, 2013 10:10 am
delete every mod! still dont work! same error^^
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Ni3ls
General Member
Since: Nov 7, 2008
Posts: 256
Last: Sep 9, 2017
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 19, 2013 03:55 pm
Tonight i come on xfire;) Download teamviewer please
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flev93
General Member
Since: Oct 12, 2010
Posts: 21
Last: Jan 20, 2013
[view latest posts]
Level 1
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 19, 2013 05:31 pm
what time
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