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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: Luramaegan Tutorial
ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 07:32 am
thankx for your answer...but, i am not a PRO in scripting...in fact i just started...can you especify plz which lines i have to change?

Thankx again in advance
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 07:45 am
Not really, you have so many b2 b3 b?? all stuck toegether that I cant tell what ents go with what trigger.

List which ents are under which trigger and I can sort it out.
Grassy
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 07:58 am
ok, here goes a list of the ents for the first pile:

btrig - barrel trigger
g - ground
g_d - ground destroyed
b1 to b5 - first pile of barrels
b_d - sixth barrel that stays in the air and falls after first explosion
bfx - barrel fx of first explosion
b_dfx - barrel fx of the explosion of the sixth barrel that falls from the air.

List for second pile:

btrig2
g2
g_d2
b6 to b10
b_d2
bfx2
b_dfx2

Does this help?
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 08:01 am
Okay I think this right... [crazy]

Code:
//////Exploding barrels script by Lauramaegan////////
main()
{
// Specify two different explosion effects to randomly play
level._effect["barrel_explosion"] = loadfx ("fx/props/barrelExp.efx"); 
level._effect["barrel_fire"] = loadfx ("fx/fire/ground_fire_med.efx");
thread barrel1_exploder();
thread barrel2_exploder();
}



barrel1_exploder()
{ 
btrig = getent ("barrel_trigger","targetname");
b1 = getent ("barrel1","targetname");//---------------first pile of barrels
b2 = getent ("barrel2","targetname");
b3 = getent ("barrel3","targetname");
b4 = getent ("barrel4","targetname");
b5 = getent ("barrel5","targetname");
b_d = getent ("barrel_d","targetname");
bfx = getent ("barrel_fx","targetname");
b_dfx = getent ("barrel_dfx","targetname");
g = getent ("ground","targetname");
g_d = getent ("ground_d","targetname");
b_d hide();
g_d hide();
g_d movez (-27,.1,0,0);

while(1) {
btrig waittill ("trigger",other);
g_d movez (27,.1,0,0);
bfx playsound ("barrel_exp"); 
playfx(level._effect["barrel_explosion"], bfx.origin);
g_d show();
g hide();
b1 hide();
b2 hide();
b3 hide();
b4 hide();
b5 hide();
b1 notsolid();
b2 notsolid();
b3 notsolid();
b4 notsolid();
b5 notsolid();
radiusDamage(bfx.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(1792, -1024,8), .25, .25, 120);//-----------location of the 1st stack of barrels
wait 3.5;
b_dfx playsound ("barrel_fall");
wait .5;
b_d show();
b_dfx playsound ("barrel_hit");
b_d movez (-265,.1,0,0);
thread loopfx("barrel_fire",(1690, -1120,8), .25, .25, 20);//--------------where the falling barrel lands
wait 5;
b_d hide();
b_dfx playsound ("barrel_exp"); 
playfx(level._effect["barrel_explosion"], b_dfx.origin);
radiusDamage(b_dfx.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(1690, -1120,8), .25, .25, 60);//--------------where the falling barrel lands
b_d movez (265,.1,0,0);
wait 60;
b1 show();
b2 show();
b3 show();
b4 show();
b5 show();
b1 solid();
b2 solid();
b3 solid();
b4 solid();
b5 solid();
g show();
g_d hide();
g_d movez (-27,.1,0,0);
}
}

barrel2_exploder()
{ 
btrig2 = getent ("barrel_trigger2","targetname");
b6 = getent ("barrel6","targetname");//---------------second pile of barrels
b7 = getent ("barrel7","targetname");
b8 = getent ("barrel8","targetname");
b9 = getent ("barrel9","targetname");
b10 = getent ("barrel10","targetname");
b_d2 = getent ("barrel_d2","targetname");
bfx2 = getent ("barrel_fx2","targetname");
b_dfx2 = getent ("barrel_dfx2","targetname");
g2 = getent ("ground2","targetname");
g_d2 = getent ("ground_d2","targetname");

while(1) {
btrig2 waittill ("trigger",other);
g_d2 movez (27,.1,0,0);
bfx2 playsound ("barrel_exp"); 
playfx(level._effect["barrel_explosion"], bfx2.origin);
g_d2 show();
g2 hide();
b6 hide();
b7 hide();
b8 hide();
b9 hide();
b10 hide();
b6 notsolid();
b7 notsolid();
b8 notsolid();
b9 notsolid();
b10 notsolid();
radiusDamage(bfx2.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(305, 1333,8), .25, .25, 120);//-----------location of the 2nd stack of barrels
wait 3.5;
b_dfx2 playsound ("barrel_fall");
wait .5;
b_d2 show();
b_dfx2 playsound ("barrel_hit");
b_d2 movez (-265,.1,0,0);
thread loopfx("barrel_fire",(204, 1238,8), .25, .25, 20);//--------------where the falling barrel lands
wait 5;
b_d2 hide();
b_dfx2 playsound ("barrel_exp"); 
playfx(level._effect["barrel_explosion"], b_dfx2.origin);
radiusDamage(b_dfx2.origin + (0,0,112),500, 110, 5);
thread loopfx("barrel_fire",(204, 1238,8), .25, .25, 60);//--------------where the falling barrel lands
b_d2 movez (265,.1,0,0);
wait 60;
b6 show();
b7 show();
b8 show();
b9 show();
b10 show();
b6 solid();
b7 solid();
b8 solid();
b9 solid();
b10 solid();
g2 show();
g_d2 hide();
g_d2 movez (-27,.1,0,0);
}
}

//loopfx by <|WHC|>Grassy ;-)
loopfx(fxId, fxPos, waitime, fxStart, fxStop)
{
if(!isDefined(level.fxstate))
level.fxstate = true;
if(!isDefined(fxStop))
fxStop = 600;
if(!isDefined(fxStart))
fxStart = 1;
if(!isDefined(waitime))
waitime = 1;
loop_count = 0;

wait (fxStart);

while (level.fxstate && loop_count < fxStop) {
playfx(level._effect[fxId], fxPos);
loop_count++;
wait (waitime);
}
}


Grassy

edited on Jun. 26, 2006 04:05 am by WHC_Grassy
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 08:25 am
ufff, this is starting to get depressing....errors after errors after errors...
This is my latest one, and i don't have a ****in clue what's the cause this time...

Here it goes an excerpt form the game log,when i try to play it it crashes and displays a lot of things, but i think this is the important one...

******* script runtime error *******
undefined is not an array, string, or vector: (file 'maps/mp/_load.gsc', line 113)
if (!isdefined(level._effect["lantern_light"]))
*
called from:
(file 'maps/mp/_load.gsc', line 12)
lanterns thread lanterns();
*
called from:
(file 'maps/mp/mp_bloodstrike_exp.gsc', line 4)
maps\mp\_load::main();
*
started from:
(file 'maps/mp/mp_bloodstrike_exp.gsc', line 1)
main () {
*
************************************
writing to: E:\jogos\Call of Duty 2\servercache.dat
Error during initialization:
script runtime error
(see console for details)
(file 'maps/mp/mp_bloodstrike_exp.gsc', line 1)




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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Monday, Jun. 26, 2006 08:40 am
Its telling you whats wrong

Basicaly that level._effect["lantern_light"] is not defined.
There is nothing wrong with that line though, I would check the line directly above it, probably missing a ;

No wait hang on!!! Are you testing this in cod2 ??
Quote: writing to: E:\jogos\Call of Duty 2\servercache.dat
And if your in developer mode then some Mp scripts will fail, wh yI dont know... bad coding? It's like the jeepdrive script will cause and error and failure to start if in dev mode.

GRassy
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Jun. 27, 2006 05:24 am
Well that's the problem...because i didn't use the developer mode...just run it after compiling....
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veef
General Member
Since: Apr 25, 2006
Posts: 1258
Last: Aug 29, 2006
[view latest posts]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Jun. 27, 2006 05:40 am
ThE_TeMpLaR writes...
Quote:
Well that's the problem...because i didn't use the developer mode...just run it after compiling....
If your running from the compiler it runs in developer mode. Anyway you can add level._effect["lantern_light"] = loadfx("fx/props/glow_latern.efx"); to your .gsc or _fx.gsc just makes sure it loads before maps\mp\_load::main(); is called.
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jul. 2, 2006 10:13 am
I found out the origin of the error thankx to caretaker...
It seems it was related with the position on my script of the _load function...now i'm going to try the exp_barrel again to see if it works...
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ThE_TeMpLaR
General Member
Since: May 5, 2006
Posts: 202
Last: Mar 16, 2007
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Jul. 2, 2006 04:45 pm
Ok, now to the exp_barrels problem... i managed to make it work with several piles of barrels...something that got me into a lot of trouble...but now that it works, all the effects are all right...except for the sound effects. When i used it with one pile, the sounds worked fine... but now they don't work in neither of the four piles...however i still get the ambient sound...so what should i do?

Here goes my soundaliases.csv for my map:

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

null,,null.wav,,,,,,,,,,,,,,,,,,,

#Ambience,,,,,,,,,,,,,,,
ambient_france,,ambient/amb_france01b.mp3,,,,,,,,local,streamed,,looping,,mp_bloodstrike_exp

#Barrel explosions,,,,,,,,,,,,,,,
barrel_exp,,Explosions/grenade_explo01.wav,0.3,1,,,300,1200,auto,,,,,,
barrel_fall,,whizbys/whizby15.wav,0.3,1,,,300,1200,auto,,,,,,
barrel_hit,,bodyfalls/bodyfall_metal01.wav,0.3,1,,,300,1200,auto,,,,,,
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