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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: UO radiant crashing!
[DKTM]spitfire(fin)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Nov. 25, 2006 02:59 am
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![jumping]
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[DKTM]spitfire(fin)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Saturday, Nov. 25, 2006 08:14 am
Sorry for doubleposting but I really need to solve this. So my UO radient crashes when I try to select the door in the radient.

Anyone?
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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: Saturday, Nov. 25, 2006 06:58 pm
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)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Sunday, Nov. 26, 2006 04:00 am
Thanks for your reply, but still no luck.[mad]
Maybe I should upload my .map file so you could check it out?[idea]
I would be very pleased if you could help me on this.


Click here to download my .map file!
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UnclePhil
Preferred PLUS Member
Since: Aug 22, 2006
Posts: 171
Last: Jan 1, 2011
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Monday, Nov. 27, 2006 03:59 pm
The link is hmmm! 'dead'[rolleyes]

Phil......
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Ricsta
General Member
Since: Jun 9, 2004
Posts: 933
Last: Nov 27, 2014
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Monday, Nov. 27, 2006 04:22 pm
Heres a solution.... get a proper script for the door :)

Make you door, then make a brush on the edge of 1 side of the door and give it an origin texture. Make sure half the brush is on the door and the other half is not

Then select both the door and the origin and right click then go script/brushmodel

Then give them a targetname of door1

Then make another brush, give it a trigger texture and right click then go trigger/use

And give the trigger a targetname of doortrigger1

Make sure you place the trigger near the door (duh)

Then make a gsc file with this code in

And then call on the gsc file on ur mapname.gsc




main()
{
thread door1();

}

door1()
{
door = getent ("door1", "targetname");
trig = getent ("doortrigger1", "targetname");
while(true)
{
trig waittill ("trigger");
door rotateyaw (-90,1);
door waittill ("movedone");
trig waittill ("trigger");
door movey (90,2);
door waittill ("movedone");
thread door1();
}
}


edited on Nov. 27, 2006 06:25 pm by Ricsta
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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: Tuesday, Nov. 28, 2006 01:22 am
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. [thumbs_up]

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)
General Member
Since: Aug 15, 2005
Posts: 112
Last: Feb 1, 2008
[view latest posts]
Level 4
Category: CoDUO Mapping
Posted: Tuesday, Nov. 28, 2006 06:26 am
Thanks everyone, especially Grassy... Now it's working great and I can get on mapping again [casanova]
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Ricsta
General Member
Since: Jun 9, 2004
Posts: 933
Last: Nov 27, 2014
[view latest posts]
Level 7
Category: CoDUO Mapping
Posted: Tuesday, Nov. 28, 2006 11:07 am
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]
Level 8
Category: CoDUO Mapping
Posted: Tuesday, Nov. 28, 2006 01:57 pm
Yeah your right mate.
Func_rotating doors are not all that realistic, then again you could always pretend your doors have batwing hinges, they swing in either direction. Commonly used on doors from kitchens into serving areas in restaurants.

But this problem was not how the door works, rather it was a bad brush intended to be a door that was causing the game and editor to crash when you tried to re edit it.

Grassy
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