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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: not working!
MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 07:35 pm
well, i have had 2 different ppl tell me what to do. one of them is all that admin control stuff with random weather and all that stuff that i dont want to deal with. i just want thick fog and rain. here is what i have that doesnt work.

Code:
main()
{
setExpFog (0.00015, .714, .714, .714, 0 );    
setCullFog (200, 5000, .714, .714, .714, 0);
ambientPlay("ambient_mp_brecourt");   
level.the_rain = loadfx ("fx/atmosphere/chateau_rain.efx");  

maps\mp\_load::main(); 
maps\mp\rain::main(); 

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

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

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

game["layoutimage"] = "";  

game["hud_allies_victory_image"]= "gfx/hud/hud@mp_victory_brewusa.dds"; 
game["hud_axis_victory_image"] = "gfx/hud/hud@mp_victory_brewger.dds";
}



and here is the rain.gsc that aparently has sumthin wrong with it. i dunno. one of these has a error sumwhere that i cannot find and its making me mad. everyone else seems to have no probs with these scripts.

well here is rain.gsc

Code:
main()

{

     level thread teh_rain();

}


teh_rain() 


{    

    zufall = RandomInt(100);        

            

    while(1) {

        

    

        players = getentarray("player", "classname");        

        

        if(players.size > 0) {

        

            max_nodes         = 20;

            max_nodes_per_player     = max_nodes/players.size;

        

        

            for(ii=0;ii

            

                for(i = 0; i < players.size; i++) {

                        

                    player = players[i];

                            

                    if(isAlive(player)) {

                    

                        x= 350-randomfloat(700);

                        y= 350-randomfloat(700);                    

                

                            pos = player.origin +(x,y,200) ;                        

                            trace = bulletTrace(pos,pos +(0,0,-250), true, undefined);

                            

                            if(trace["fraction"] != 1) playfx(level.the_rain,trace["position"]);                

                            wait 0.05;

                                               

                    }                        

                }

            }                    

        }

        

        wait 0.05;

    }    

}



i dont know whats going on with this. i see no typos anywhere. aparently the is actually spelled teh, i dunno. im so confused and mad at the same time.

i have my rain.gsc, estate_attack.gsc estate_attack.bsp at this folder: Estate_Attack\Maps\mp

i have estate_attack.arena at this folder: Estate_Attack\mp

i have the victory things at this folder: Estate_Attack\gfx\hud

ppl say to copy/paste it all and it all works just fine for them. plz, any help would be greatly appreciated. i have been tryin to get this going for many hours now and nuthing has worked.
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Stephan212
General Member
Since: Jun 3, 2005
Posts: 187
Last: Aug 10, 2009
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 07:53 pm
in the rain gsc, i see the line
level thread teh_rain();

also 5 lines below you refer to teh_rain()

is that a typo here or in your gsc? because in your main gsc you refer to level thread the_rain();

edited on May. 1, 2006 03:54 pm by Stephan212
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 07:57 pm
i was told those were supposed to be like that. also there like that in the tutorial. i will go thru and change them real fast. btw, does anyone know how to match fog colour to skybox colour? meaning, what numbers do i have to match. i am using brecourt for my sky texture.

http://www.modsonline.com/Tutorials-read-106.html
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 08:05 pm
no that didnt help at all. i still get that stupid ***************bad syntax************* thing in my console. thats really making me mad. i have everything copy/pasted correctly. so now im gonna keep the file with "the_rain" and "teh_rain" and sumone tell me plz which one is right. or possibly just fix up the scripting for me and give me exactly what i need to copy paste for the rain to work. i will look over the script and see what is different.

(plz no random weather stuff or admin changable stuff)
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 08:31 pm
yae fog works!!!! hoorah!! plz help with rain. [cry]
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 08:45 pm
Scripting is all about being precise, MasterChief...

And about trying to understand what is happening in a script.
For instance

"for(ii=0;ii" ... that will give a bad syntax error...

This is the exact reason why you shouldn't just copy/paste a script, but type it out yourself.

My guess.. that line should read something like:

for(ii=0;ii < max_nodes_per_player;ii++) {

edited on May. 1, 2006 04:45 pm by The_Caretaker
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 08:53 pm
yes yes yes!!! thanks caretaker!! lol i was tryin to understand everything. just frusteration got to me i guess.

you saved my map!!!

thanks everyone who has helped me and put up with me!!! im just working on sum simple fog thickness. then i gotta create one of those loading screens i see so much. so give me a hour and it'll be up.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Monday, May. 1, 2006 09:07 pm
"so give me a hour and it'll be up."

Don't hurry to finish it, MasterChief... we'd rather wait another day or two and have it done good than having it done bad and fast.
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MasterChief
General Member
Since: Feb 5, 2005
Posts: 649
Last: Dec 1, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Tuesday, May. 2, 2006 04:32 am
oops. i went ahead and uploaded it because i thot the rain had sound. but that was a website i was at that i fergot to close. so, i have tried ambientPlay and the whole efx thing. i figured it was just as simple as adding in the sound for background but i cannot get it. i need to add the sound for the rain. any ideas/solutions?
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Tuesday, May. 2, 2006 06:57 am
The rain sound on Tuchola is simply a replacment for the Ambient sound track (there can only be one ambient sound running). Depending on what weather I pick for the round determines which AmbientPlay line gets executed.

I don't remember which ambient sound I used for rainy rounds, it's in the sound alias CSV file.
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