Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds
Watch MODSonair

Members Online

»
0 Active | 77 Guests
Online:

LATEST FORUM THREADS

»
AI way
CoD Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Restricted Access subscribe
Author Topic: Blackhawk missing vehicle scripts?
gunrock
General Member
Since: Oct 30, 2004
Posts: 163
Last: Oct 13, 2017
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Wednesday, Oct. 11, 2017 11:13 am
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












Share |
gunrock
General Member
Since: Oct 30, 2004
Posts: 163
Last: Oct 13, 2017
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Thursday, Oct. 12, 2017 09:06 am
Yeah i spent all day doing research on this and the problem is there is something missing in the csv zone file.
but what are the vehicle script i should put down? usually The csv zone file would tell you what is missing.

but it don't, plus the error [see console for details] don't help too. because it don't show up any where!
So despreate here. even copyed the blackhawk fast rope tutorial map csv file and it came up
with bunch of missing script errors. when i tried to run the map. Ugh!!!

I'm stuck.
Share |
gunrock
General Member
Since: Oct 30, 2004
Posts: 163
Last: Oct 13, 2017
[view latest posts]
Level 4
Category: CoD4 SP Mapping
Posted: Friday, Oct. 13, 2017 01:12 pm
Okay Figured it out!!!! Now brothers hold on to your hats cause this is how i solved it!!.......ready now?...

okay what i did was change this:


maps\_load::main();

maps\_blackhawk::main( "vehicle_blackhawk" );

To this:

maps\_blackhawk::main( "vehicle_blackhawk" );
maps\_load::main();

And bingo no more assert fail:missing vehicle scripts error

the Blackhawk flew in my map with no problem!

just by putting maps\_load::main(); in last solved it is just silly.

i guess it stoped the blackhawk gsc script from loading[confused]

Oh well got it working.
Share |
Restricted Access Restricted Access subscribe
MODSonline.com Forums : Call of Duty 4 : CoD4 SP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»