when i placed my blackhawk chopper in my map i get this error:
script runtime error
[see console for details]
assert fail:missing vehicle scripts,see above console prints
I have been stuck on this for hours search the web
came up with nothing.
In radiant i set my blackhawk up as:
script_vehicle
vehicle_blackhawk_sas_night
vehicletype blackhawk
script_vehiclespawngroup
script_vehiclestartmove
my sp map GSC script:
//////////////////////////////////////////////////////////////////
#include maps\_anim;
#include maps\_utility;
#include common_scripts\utility;
#include maps\_utility_code;
#include maps\_vehicle;
#include maps\_vehicle_aianim;
#include maps\_helicopter_globals;
#using_animtree("generic_human");
main()
{
maps\_load::main();
maps\faster_fx::main();
maps\faster_anim::main();
////maps\_blackhawk::main("vehicle_blackhawk");
maps\_blackhawk::main( "vehicle_blackhawk_sas_night");
ambientFX();
precachevehicle("blackhawk");
/////////////////////////////////////////////
battlechatter_off ("allies");
battlechatter_on ("axis");
/////////////////////////////////////////////
thread player_setup();
thread Introscreen();
thread faster_sounds();
thread obj1();
thread block_entry (getent("no_exit","targetname"));
thread open_door1 (getent ("push_door_trig","targetname"));
thread ride_start (getent ("blackhawk_trig","targetname"));
////////////////////AMBIENT_TRIGGERS///////////////////////////
thread amb_set1();
thread amb_set2();
thread amb_set3();
thread amb_set4();
////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////
//////
// Set the underlying ambient track
level.ambient_track ["amb_sewer"] = "amb_sewer";
level.ambient_track ["amb_factory_int"] = "amb_factory_int";
level.ambient_track ["amb_Trees"] = "amb_Trees";
thread maps\_utility::set_ambient("amb_Trees");
///////////////////////////////////////////////////////////////////////
//////////
///////////////////////entity//////////////////////////
level.hero_waters = getent ("hero_waters","targetname");
level.hero_waters thread maps\_utility::magic_bullet_shield();
level.hero_waters.animname = "actor1";
level.hero_waters.battlechatter = false;
/////level.hero_waters pushplayer( true );
////////////////////////////////////////////////////////////////////
////MusicPlay("track15");
}
ambientFX()
{
maps\_fx::loopfx("insects_carcass_flies", (1408, 1280, 160), .5);
maps\_fx::loopfx("moth_runner", (1136, 1248, 176), .5);
}
faster_sounds()
{
maps\_fx::loopSound("emt_cricket_loop2", (1136, 1248, 176), .5);
maps\_fx::loopSound("emt_mech_machine_running", (5292, -556, 248), .5);
maps\_fx::loopSound("emt_mech_machine_running", (5292, -428, 248), .5);
maps\_fx::loopSound("emt_mech_machine_running", (5292, -684, 248), .5);
}
player_setup()
{
level.player takeallweapons();
level.player freezecontrols(true);
level.player setviewmodel( "viewhands_sas_woodland" );
level.player giveWeapon( "mp5_silencer" );
level.player givemaxammo("mp5_silencer" );
level.player switchToWeapon( "mp5_silencer" );
}
Introscreen()
{
lines = [];
lines[ lines.size ] = &"Faster_INTROLINE1";
lines[ lines.size ] = &"Faster_INTROLINE2";
lines[ lines.size ] = &"Faster_INTROLINE3";
lines[ lines.size ] = &"Faster_INTROLINE4";
lines[ lines.size ] = &"Faster_INTROLINE5";
fade_time = ( 1 );
time = ( 1.5 );
maps\_introscreen::introscreen_feed_lines( lines );
maps\_introscreen::introscreen_generic_fade_in( "black", time,
fade_time );
////wait 3;
level notify("introscreen_complete");
level.player freezecontrols( false );
level.player enableweapons();
}
block_entry(trigger)
{
trigger waittill ("trigger");
player_stopper1 = getent("no_exit", "targetname");
player_stopper1 waittill ("trigger");
setdvar( "ui_deadquote", "You failed to complete an objective!" );
missionFailed();
}
open_door1(trigger)
{
trigger waittill ("trigger");
level.hero_waters = getent ("hero_waters","targetname");
push_door_node = getnode( "push_door_node" , "targetname" ); //gets the
node from targetname
level.hero_waters setgoalnode(push_door_node); //makes AI go to node
level.hero_waters pushplayer( true );
level.hero_waters waittill( "goal" ); //waits untill AI is to goalnode
precachestring(&"FASTER_TALK1");
///level.hero_waters setgoalnode (getnode("push_door_node",
"targetname"));
///level.hero_waters waittill( "goal" );
///level.hero_waters pushplayer( true );
////level.player playsound("npc_mortar");
wait(5);
thread push_door();
}
push_door()
{
level.hero_waters = getent ("hero_waters","targetname");
level.hero_waters.animname = "actor1";
level.hero_waters thread anim_single_solo(level.hero_waters,
"hunted_open_barndoor");
wait(0.7);
waters_door = getent("waters_door", "targetname");
waters_door rotateYaw( 120, 7, 0.5, 2 );
waters_door playsound( "door_wood_slow_open" );
door_model1 = getent ("door_model1","targetname");
door_model1 rotateYaw( 120, 7, 0.5, 2 );
level.hero_waters setgoalnode (getnode("inside_house", "targetname"));
}
obj1()
{
///////////////////////unpause this///////////////////////////////////
level.hero_waters = getent ("hero_waters","targetname");
level.hero_waters.animname = "actor1";
level.hero_waters thread anim_single_solo(level.hero_waters,
"greetings");
///////////////////////////////////////////////////////////////////////
//////
///PreCacheString(&"FASTER_BOG_TCM_MAINGUNSOFFLINE93");
/////level.hero_waters animscripts\shared::LookAtEntity(level.player,
6, "alert");
////iprintln("Sgt.Bradocks: Sure, we don't have anything else better to
do then to get killed! ");
wait(50);
level.hero_waters = getent ("hero_waters","targetname");
level.hero_waters setgoalnode (getnode("goal_node1", "targetname"));
level.hero_waters.bravery = 50000 ;
level.hero_waters.goalradius = 12;
wait(50);
obj1 = getent("obj1", "targetname");
objective_add(1,"active",&"FASTER_OBJ1",getent
("marker1","targetname").origin);
objective_current(1);
house_spot = getent("obj1", "targetname");
house_spot waittill("trigger");
objective_state(1, "done");
////maps\_utility::autosave(1);
/////wait(2);
/////level.hero_waters setgoalentity(level.player);
////wait(5);
////thread obj2();
}
ride_start(trigger)
{
blackhawk_trig = getent("blackhawk_trig", "targetname");
blackhawk_trig waittill ("trigger");
wait 1;
blackhawk1 = getent("pickup_ride","targetname"); //call the vehicle
iprintln("Sgt.Bradocks: move ");
battlechatter_off( "allies" );
}
amb_set1()
{
amb_set1 = getent ("amb_outside1", "targetname");
amb_set1 waittill("trigger", player);
while ( 1 )
{
amb_set1 waittill ( "trigger" );
while ( level.player istouching ( amb_set1 ) )
wait 1;
AmbientStop("amb_sewer");
wait 1;
AmbientPlay("amb_Trees");
}
}
amb_set2()
{
amb_set2 = getent ("amb_inside1", "targetname");
amb_set2 waittill ("trigger");
while ( 1 )
{
amb_set2 waittill ( "trigger" );
while ( level.player istouching ( amb_set2 ) )
wait 1;
AmbientStop("amb_Trees");
wait 1;
AmbientPlay("amb_sewer");
}
}
amb_set3()
{
amb_set3 = getent ("amb_outside2", "targetname");
amb_set3 waittill("trigger", player);
while ( 1 )
{
amb_set3 waittill ( "trigger" );
while ( level.player istouching ( amb_set3 ) )
wait 0.2;
AmbientStop("amb_sewer");
wait 0.2;
AmbientPlay("amb_Trees");
}
}
amb_set4()
{
amb_set4 = getent ("amb_inside2", "targetname");
amb_set4 waittill ("trigger");
while ( 1 )
{
amb_set4 waittill ( "trigger" );
while ( level.player istouching ( amb_set4 ) )
wait 0.3;
AmbientStop("amb_Trees");
wait 0.3;
AmbientPlay("amb_sewer");
}
}
/////////////////////////////////////////////////////////////
My csv zone file:
ignore,code_post_gfx
ignore,common
col_map_sp,maps/faster.d3dbsp
rawfile,maps/faster.gsc
localize,faster
sound,common,faster,!all_sp
sound,generic,faster,!all_sp
sound,voiceovers,faster,!all_sp
sound,requests,faster,!all_sp
weapon,sp/mp5
xmodel,viewhands_sas_woodland
weapon,sp/mp5_silencer
weapon,sp/usp_silencer
xmodel,viewmodel_base_viewhands
fx,weather/fog_river_200
fx,misc/moth_runner
fx,misc/insects_carcass_runner
rawfile,maps/faster_fx.gsc
fx,impacts/footstep_dust_dark
fx,impacts/footstep_mud_dark
fx,impacts/footstep_water_dark
fx,misc/insects_carcass_flies
sound,faster,faster!all_sp
rawfile,maps_utility.gsc
xanim,killhouse_gaz_intro
xanim,combatwalk_f_spin
rawfile,maps/faster_anim.gsc
xanim,hunted_open_barndoor
sound, ru_battlechatter, mapname,!all_sp
sound, uk_battlechatter, mapname,!all_sp
xanim,fastrope_fall
xanim,bh_8_drop
xanim,bh_8_idle
xanim,bh_6_drop
xanim,bh_6_idle
xanim,bh_5_drop
xanim,bh_5_idle
xanim,bh_4_drop
xanim,bh_4_idle
xanim,bh_2_drop
xanim,bh_2_idle
xanim,bh_1_drop
xanim,bh_1_idle
xanim,bh_copilot_idle
xanim,bh_pilot_idle
xanim,blackout_meeting_price
xanim,bh_rope_drop_ri
xanim,bh_rope_idle_ri
xanim,bh_rope_drop_le
xanim,bh_rope_idle_le
xanim,bh_rotors
xanim,bh_idle
xanim,bh_player_drop
xanim,bh_player_idle
xmodel,vehicle_blackhawk_sas_night
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