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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: Bad Syntax
robbie204
General Member
Since: Oct 2, 2004
Posts: 131
Last: Jun 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 03:41 am
Hello allright i got my map all working then when i shove in my gsc and Fx i get Bad Syntax when trying to load it up

Heres my GSC file - Called mp_cod2.gsc

main()
{
maps\mp\mp_cod2_fx::main();
maps\mp\_load::main();

setExpFog(0.0001, 0.55, 0.6, 0.55, 0);
setCullFog (0, 6500, .68, .68, .68, 0);

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

setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".25");

}


And here is my Fx -Called mp_cod2_fx.gsc

main()
{
precacheFX();
ambientFX();
level.scr_sound["flak88_explode"] = "flak88_explode"; // needed for sd
}

precacheFX()
{
level._effect["flak_explosion"] = loadfx ("fx/explosions/flak88_explosion.efx"); //needed for sd


level._effect["thin_light_smoke_L"] = loadfx ("fx/smoke/thin_light_smoke_L.efx");

level._effect["battlefield_smokebank_S"] = loadfx ("fx/smoke/battlefield_smokebank_S.efx");

}

ambientFX()
{
//Smoke FX
maps\mp\_fx::loopfx("battlefield_smokebank_S", (1501.0, -5343.0, 109.0), 0.9);

//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_L", (747.0, -3640.0, -46.0), 0.8);

//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_L", (2465.0,-5539.0,-732.0);

//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_L", (4627.0,-94.0,405.0));

}


I cant seem to find the problem, help would be great

[smokin]

edited on May. 30, 2006 11:42 pm by robbie204
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cybershot
General Member
Since: Dec 29, 2005
Posts: 944
Last: Mar 4, 2018
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 03:50 am
usually when you have bad syntax, it tells you where the problem is. it would say called from the .gsc or the .gfx. recompile your map and look for that message, then go to the spot it said and look there, if you can't figure it out, make a new post with that info and either your .gsc or your .gfx. wich ever one is causing the problem
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robbie204
General Member
Since: Oct 2, 2004
Posts: 131
Last: Jun 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 03:52 am
hmm but the main thing it, that the map will load up without the gsc file and FX file im my mp folder.. lol my map takes 4 hours to compile so ill maybe try to get some info out of it.
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robbie204
General Member
Since: Oct 2, 2004
Posts: 131
Last: Jun 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 04:04 am
ok did a recompile, sept just to see the errors if there is one, i couldent find any, sept the no collisson ones and a few duplicate brushes, from a prefab.

but it seems weird that i can load up the map its self with out the GSC and FX and then when i put them in they dont work at all, all gives me is

***************
Bad Syntax
********
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 05:00 am
Could it be this:
//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_L", (2465.0,-5539.0,-732.0); <---- you forgot one ) ?

edited on May. 31, 2006 01:02 am by Capt.Com
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cybershot
General Member
Since: Dec 29, 2005
Posts: 944
Last: Mar 4, 2018
[view latest posts]
Level 7
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 05:31 am
if you set your compiler to compile just lighting and not vis, it will compile alot faster. then, run your map with the .gsc and the .fx file and when it stops, a window will pop up that says bad syntax, but if you keep reading, it will give you more information...try posting the entire window that says bad syntax. i found that every bad syntax error i got, it told me where it was.
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sentchy
General Member
Since: May 6, 2006
Posts: 212
Last: Oct 31, 2006
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 11:40 am
You do NOT have to recompile a map after changing any gsc scripts. Just to save you a lot of time.

You can happily change scripts since they are not being compiled but just loaded when starting a map.

To see more detailed error message you need to enable debug mode. The simplest way is to copy your COD2 mutliplayer icon and add the following after the quotes of the program name. (Select properties from the desktop shortcut)
+set developer 1 +set developer_script 1

I should look like:

"C:\Program Files\Activition\Call of Duty 2\CoD2MP_s.exe" +set developer 1 +set developer_script 1

Then in the console you can find the file name and line number of the error.
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robbie204
General Member
Since: Oct 2, 2004
Posts: 131
Last: Jun 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 02:32 pm
ok cheers, ill take a look tonight, and ill re post if there is indeed one.

lol hey capt[wave] :P
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robbie204
General Member
Since: Oct 2, 2004
Posts: 131
Last: Jun 16, 2007
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Wednesday, May. 31, 2006 10:10 pm
ok i found the problem here it is

//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_L", (747.0, -3640.0, -46.0), 0.8);

//Smoke FX
maps\mp\_fx::loopfx("thin_light_smoke_L", (2465.0,-5539.0,-732.0); And forgot to put that here, to tell the size of it!



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