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Topic: ugh, yes me again. |
| Ethnik_Man |
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General Member Since: Jul 27, 2005 Posts: 417 Last: Feb 1, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Tuesday, May. 2, 2006 06:14 am |
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thanks [FR] Sparks for your reply to my old post about that script compie error
i have yet another weird thing
Quote: #include maps\_utility;
#include maps\_anim;
#include maps\_ambient;
#using_animtree("generic_human");
main()
{
maps\_load::main();
maps\_sherman::main("xmodel/vehicle_american_sherman");
level.player takeallweapons();
level.player giveWeapon("BAR");
level.player giveWeapon("colt");
level.player giveWeapon("fraggrenade");
level.player switchToWeapon("BAR");
precacheshader("black");
precacheString(&"HEDGEROWS_TITLE");
precacheString(&"HEDGEROWS_LOCATION");
precacheString(&"HEDGEROWS_DATE");
precacheString(&"HEDGEROWS_ADDITIONAL");
maps\_introscreen::introscreen_delay(&"HEDGEROWS_TITLE", &"HEDGEROWS_LOCATION", &"HEDGEROWS_DATE", &"HEDGEROWS_ADDITIONAL");
}
thats my .gsc file
now heres the problem:
when i go in my map and run it, the game gives me default weapon set (sten, enfield, smoke, and british frag), this also takes away the exploding barrels and popping helmets.
![[banghead]](images/BBCode/smilies/banghead.gif) wat could possibly be causing this problem?
![[rocking]](images/BBCode/smilies/rocking.gif) ![[rocking]](images/BBCode/smilies/rocking.gif) |
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| Ethnik_Man |
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General Member Since: Jul 27, 2005 Posts: 417 Last: Feb 1, 2008 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| Bodger2 |
General Member Since: Sep 4, 2004 Posts: 132 Last: Aug 5, 2006 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| Bodger2 |
General Member Since: Sep 4, 2004 Posts: 132 Last: Aug 5, 2006 [view latest posts] |
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| Ethnik_Man |
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General Member Since: Jul 27, 2005 Posts: 417 Last: Feb 1, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, May. 3, 2006 04:11 am |
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@bodger2
thanks for the link, ill give it a go!
@caretaker
bodger2 pretty much explained it, but thank you!
![[rocking]](images/BBCode/smilies/rocking.gif) ![[rocking]](images/BBCode/smilies/rocking.gif) |
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| Ethnik_Man |
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General Member Since: Jul 27, 2005 Posts: 417 Last: Feb 1, 2008 [view latest posts] |
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| Ethnik_Man |
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General Member Since: Jul 27, 2005 Posts: 417 Last: Feb 1, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Wednesday, May. 3, 2006 06:09 am |
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ok, i followed his tut, and put in the sherman and i also put in a halftrack. I STILL GET DEFAULT LOADOUT, no introscreen, no exploding objects, etc etc.
here's my revised script.
Quote: #include maps\_utility;
#include maps\_anim;
#include maps\_ambient;
#using_animtree("generic_human");
main()
{
maps\_load::main();
maps\_sherman::main("xmodel/vehicle_american_sherman");
maps\_halftrack::main("xmodel/vehicle_halftrack_mg_woodland");
level.player takeallweapons();
level.player giveWeapon("BAR");
level.player giveWeapon("colt");
level.player giveWeapon("fraggrenade");
level.player switchToWeapon("BAR");
precacheshader("black");
precacheString(&"HEDGEROWS_TITLE");
precacheString(&"HEDGEROWS_LOCATION");
precacheString(&"HEDGEROWS_DATE");
precacheString(&"HEDGEROWS_ADDITIONAL");
maps\_introscreen::introscreen_delay(&"HEDGEROWS_TITLE", &"HEDGEROWS_LOCATION", &"HEDGEROWS_DATE", &"HEDGEROWS_ADDITIONAL");
thread sherman1();
thread halftrack1();
}
sherman1()
{
level.vehicle = getent("sherman1", "script_noteworthy");
path1 = getvehiclenode ("sherman_start_path1", "script_noteworthy");
level.vehicle attachPath(path1);
level.vehicle startPath();
level.vehicle waittill("reached_end_node");
level.vehicle notify ("unload");
}
halftrack1()
{
halftrack = getent("halftrack1", "script_noteworthy");
path = getvehiclenode ("halftrack_start_path", "script_noteworthy");
maps\_vehicle::scripted_spawn(2);
halftrack attachPath(path);
halftrack startPath();
halftrack waittill("reached_end_node");
halftrack notify ("unload");
}
something's gotta be wrong with my map cuz i got no script compile or runtime errors... |
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| Ethnik_Man |
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General Member Since: Jul 27, 2005 Posts: 417 Last: Feb 1, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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