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Topic: UO radiant crashing! |
[DKTM]spitfire(fin) |
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General Member Since: Aug 15, 2005 Posts: 112 Last: Feb 1, 2008 [view latest posts] |
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Category: CoDUO Mapping Posted: Saturday, Nov. 25, 2006 09:59 am |
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Hello guys.
I am making a new map for cod uo and now I met a new problem which I can't solve by myself.
I tried to make a door which opens, but I did something wrong cause when I compile and try to play the map it gives me error: Entity without a classname.
I already did a search and found out that I must change my .map file to .txt file, but I don't know what I should do? Should I remove lines from it or what?
I found these lines from the .txt file, which should be the door:
{
( -1712 -878 -224 ) ( -1720 -878 -224 ) ( -1720 -910 -224 ) ukraine/doors/wood@door_inside_railstation_p 0 488 0 -0.0117188 0.0859375 0 0 0 0
( -1720 -914 -143 ) ( -1720 -882 -143 ) ( -1712 -882 -143 ) ukraine/doors/wood@door_inside_railstation_p 0 488 0 -0.0117188 0.0859375 0 0 0 0
( -1720 -926 -143 ) ( -1712 -926 -143 ) ( -1712 -926 -151 ) ukraine/doors/wood@door_inside_railstation_p 0 120 0 -0.0117188 0.158203 0 0 0 0
( -1713 -914 -143 ) ( -1713 -882 -143 ) ( -1713 -882 -151 ) ukraine/doors/wood@door_inside_railstation_p 244 120 0 -0.171875 0.158203 0 0 0 0
( -1712 -882 -166 ) ( -1720 -882 -166 ) ( -1720 -882 -174 ) ukraine/doors/wood@door_inside_railstation_p 0 120 0 -0.0117188 0.158203 0 0 0 0
( -1716 -882 -166 ) ( -1716 -914 -166 ) ( -1716 -914 -174 ) ukraine/doors/wood@door_inside_railstation_p 244 120 0 -0.171875 0.158203 0 0 0 0
}
I hope someone got a solution for this problem.
Thanks for any help!
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[DKTM]spitfire(fin) |
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General Member Since: Aug 15, 2005 Posts: 112 Last: Feb 1, 2008 [view latest posts] |
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WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Sunday, Nov. 26, 2006 01:58 am |
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Hello there, I just made a quick door so you can see what it should look like in text form in the .map file. Hope this helps.
NOTE, there are two brushes, one is the door and one is the origin brush, BOTH are part of the same entity defined with a classname "func_door_rotating"
Quote: // entity 31
{
"targetname" "door"
"classname" "func_door_rotating"
// brush 0
{
( -320 704 -8 ) ( -384 704 -8 ) ( -384 696 -8 ) common/origin 0 0 0 0.25 0.25 0 0 0 0
( -384 696 88 ) ( -384 704 88 ) ( -320 704 88 ) common/origin 0 0 0 0.25 0.25 0 0 0 0
( -384 696 8 ) ( -320 696 8 ) ( -320 696 0 ) common/origin 0 0 0 0.25 0.25 0 0 0 0
( -376 696 8 ) ( -376 704 8 ) ( -376 704 0 ) common/origin 0 0 0 0.25 0.25 0 0 0 0
( -320 704 8 ) ( -384 704 8 ) ( -384 704 0 ) common/origin 0 0 0 0.25 0.25 0 0 0 0
( -384 704 8 ) ( -384 696 8 ) ( -384 696 0 ) common/origin 0 0 0 0.25 0.25 0 0 0 0
}
// brush 1
{
( -320 704 -8 ) ( -384 704 -8 ) ( -384 696 -8 ) crates/wood@tarptop1 0 480 0 0.25 0.25 0 0 0 0
( -384 696 88 ) ( -384 704 88 ) ( -320 704 88 ) crates/wood@tarptop1 0 480 0 0.25 0.25 0 0 0 0
( -384 696 8 ) ( -320 696 8 ) ( -320 696 0 ) crates/wood@tarptop1 0 0 0 0.25 0.25 0 0 0 0
( -320 696 8 ) ( -320 704 8 ) ( -320 704 0 ) crates/wood@tarptop1 -480 0 0 0.25 0.25 0 0 0 0
( -320 704 8 ) ( -384 704 8 ) ( -384 704 0 ) crates/wood@tarptop1 0 0 0 0.25 0.25 0 0 0 0
( -384 704 8 ) ( -384 696 8 ) ( -384 696 0 ) crates/wood@tarptop1 -480 0 0 0.25 0.25 0 0 0 0
}
}
Grassy |
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[DKTM]spitfire(fin) |
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General Member Since: Aug 15, 2005 Posts: 112 Last: Feb 1, 2008 [view latest posts] |
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UnclePhil |
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Preferred PLUS Member Since: Aug 22, 2006 Posts: 171 Last: Jan 2, 2011 [view latest posts] |
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Ricsta |
General Member Since: Jun 10, 2004 Posts: 933 Last: Nov 27, 2014 [view latest posts] |
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WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Nov. 28, 2006 08:22 am |
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LOL Ricsta this UO doors, no need for triggers on func_rotating doors :) Mybe you thought you were in cod2 forum?
Anyway Spitfire I have fixed your .map file for you.
I found the errant entity without a classname (the door on the hut).
You can now load and edit the map without it crashing.
PM me and give me an email address so I can send it over to you.
GRassy
edited on Nov. 28, 2006 03:23 am by WHC_Grassy |
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[DKTM]spitfire(fin) |
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General Member Since: Aug 15, 2005 Posts: 112 Last: Feb 1, 2008 [view latest posts] |
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Ricsta |
General Member Since: Jun 10, 2004 Posts: 933 Last: Nov 27, 2014 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Nov. 28, 2006 06:07 pm |
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WHC_Grassy writes...Quote: LOL Ricsta this UO doors, no need for triggers on func_rotating doors :) Mybe you thought you were in cod2 forum?
Huh?
I new this was a uo topic, and that script will work fine, only problem is doors will only open 1 way, but thats called realism, lol
and i remember you (grassy) giving me this script
door waittill ("movedone");
You did give it to me for a cod 2 map, but i thought the script would still work in UO, does it not? lol
R&R|Ricsta |
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WHC_Grassy |
General Member Since: Apr 20, 2005 Posts: 1426 Last: Aug 25, 2007 [view latest posts] |
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