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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: script problem
GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Dec. 10, 2006 05:07 am
I used lauramaegan's tutorial to add flakvierling to my base assault map instead of using 88's. Thought it would be something different but I'm unable to get the script right I keep getting the following error message:

*******Script Compile Error*******
getent used with more than one entity
(file 'maps\mp\kpbeta8.gsc)'. line 14
flak = getent("flak1","targetname");
main()

Code:

main()
{
        setCullFog (0, 8000, 0.77, 0.54, 0.07, 0 );
	ambientPlay("ambient_mp_railyard");
	
	// set the nighttime flag to be off
	setcvar("sv_night", "0" );

        // got tanks and jeeps in the map?
	level thread maps\mp\_tankdrive_gmi::main();
	level thread maps\mp\_jeepdrive_gmi::main();
	level thread maps\mp\_flak_gmi::main();

	flak = getent("flak1","targetname");

	flak maps\mp\_flakvierling::init();

	maps\mp\_load::main();


	if(getCvar("scr_bas_basehealth") == "")		
		setCvar("scr_bas_basehealth", "24500");	
	if(getCvar("scr_bas_damagedhealth") == "")	
		setCvar("scr_bas_damagedhealth", getCvarInt("scr_bas_basehealth")/2);


	game["bas_allies_rubble"] 	= "xmodel/mp_bunker_rhinevalley_rubble";
	game["bas_allies_complete"] 	= "xmodel/mp_bunker_rhinevalley";
	game["bas_allies_damaged"] 	= "xmodel/mp_bunker_rhinevalley_predmg";
	game["bas_allies_destroyed"] 	= "xmodel/mp_bunker_rhinevalley_dmg";
	game["bas_axis_rubble"] 	= "xmodel/mp_bunker_rhinevalley_rubble";
	game["bas_axis_complete"] 	= "xmodel/mp_bunker_rhinevalley";
	game["bas_axis_damaged"] 	= "xmodel/mp_bunker_rhinevalley_predmg";
	game["bas_axis_destroyed"] 	= "xmodel/mp_bunker_rhinevalley_dmg";


        maps\mp\_util_mp_gmi::base_swapper();

	game["allies"] = "american";
	game["axis"] = "german";

	game["hud_allies_victory_image"] 	= "gfx/hud/hud@mp_victory_foy_us.dds";
	game["hud_axis_victory_image"] 		= "gfx/hud/hud@mp_victory_foy_g.dds";

        game["american_soldiertype"] = "airborne";
	game["american_soldiervariation"] = "normal";
	game["german_soldiertype"] = "wehrmacht";
	game["german_soldiervariation"] = "normal";
	
        game["attackers"] = "allies";
	game["defenders"] = "axis";
	
	game["compass_range"] = 6124;				//How far the compass is zoomed in
	game["sec_type"] = "hold";				//What type of secondary object


}
move_bases()
{				
	base_movers = [];	
		
	entitytypes = getentarray();
	for(i = 0; i < entitytypes.size; i++)
	{
		if(isdefined(entitytypes[i].groupname))
		{
			if(entitytypes[i].groupname == "base_mover")
			{		
				entitytypes[i] moveto(entitytypes[i].origin+(0,0,256), 0.1,0,0);	
			}
	
		}
	}
}
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P.C.Invasion
General Member
Since: Mar 22, 2005
Posts: 700
Last: Oct 21, 2013
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Dec. 10, 2006 06:03 am
If you have more than one entity with the targetname "flak1" and you are using "getent" instead of "getentarray" might be a problem. That's just my 2 cents.

Code:
flak = getentarray("flak1","targetname");
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Sunday, Dec. 10, 2006 10:44 am
A little add on to Baratski's post..

do it like this:


Code:

flak = getentarray("flak1","targetname");

for(k = 0; k < flak.size; k++) 
{
    flak[k] maps\mp\_flakvierling::init();
}
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Dec. 10, 2006 02:21 pm
Great, thanks alot, it's working, just the sound is screwed up. Now to add a second one do I have to give it a different targetname or can I use the same one?
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Saturday, Dec. 16, 2006 12:52 pm
Thanks for the help people, it works really well, too well as a matter of fact. The problem is, it is set up to fire continuously. Anybody know how to make it more realistic with some reload time?
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Saturday, Dec. 16, 2006 10:27 pm
The Flakvierling is not set up to be reloaded. You could modify the weapon file to slow down the fire time so it would fire slower. Or you may be able to add the settings in for a magazine so you have to reload it. Just a thought. Guess it depends how much you feel like digging into it. Let me know if you need any help on it.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Sunday, Feb. 11, 2007 03:31 am
lauramaegan, can you help me with this problem? Everytime I try to load the map on a awe server I get an error message: Could Not Load Weapon File weapons/mp/flakvierling_turret. The folder is in there and I haven't done anything to it. Here is my gsc

Code:

main()
{
        //setCullFog (10, 3500, 0.50, 0.25, 0.0, 0 );
	ambientPlay("ambient_mp_railyard");
	
	// set the nighttime flag to be off
	setcvar("sv_night", "0" );

        // got tanks and jeeps in the map?
	level thread maps\mp\_tankdrive_gmi::main();
	level thread maps\mp\_jeepdrive_gmi::main();
	level thread maps\mp\_flak_gmi::main();

	flak = getentarray("flak1","targetname");
	flak maps\mp\_flakvierling::init();

	for(k = 0; k < flak.size; k++) 
	{
	    flak[k] maps\mp\_flakvierling::init();
	}

	maps\mp\_load::main();

	

	if(getCvar("scr_bas_basehealth") == "")		
		setCvar("scr_bas_basehealth", "24500");	
	if(getCvar("scr_bas_damagedhealth") == "")	
		setCvar("scr_bas_damagedhealth", getCvarInt("scr_bas_basehealth")/2);


	game["bas_allies_rubble"] 	= "xmodel/mp_bunker_rhinevalley_rubble";
	game["bas_allies_complete"] 	= "xmodel/mp_bunker_rhinevalley";
	game["bas_allies_damaged"] 	= "xmodel/mp_bunker_rhinevalley_predmg";
	game["bas_allies_destroyed"] 	= "xmodel/mp_bunker_rhinevalley_dmg";
	game["bas_axis_rubble"] 	= "xmodel/mp_bunker_rhinevalley_rubble";
	game["bas_axis_complete"] 	= "xmodel/mp_bunker_rhinevalley";
	game["bas_axis_damaged"] 	= "xmodel/mp_bunker_rhinevalley_predmg";
	game["bas_axis_destroyed"] 	= "xmodel/mp_bunker_rhinevalley_dmg";


        maps\mp\_util_mp_gmi::base_swapper();

	game["layoutimage"] = "mp_KasserinePass";
	game["bas_layoutimage"] = "mp_KasserinePass_bas";

	game["allies"] = "american";
	game["axis"] = "german";

	game["hud_allies_victory_image"] 	= "gfx/hud/hud@mp_victory_foy_us.dds";
	game["hud_axis_victory_image"] 		= "gfx/hud/hud@mp_victory_foy_g.dds";

        game["american_soldiertype"] = "airborne";
	game["american_soldiervariation"] = "normal";
	game["german_soldiertype"] = "wehrmacht";
	game["german_soldiervariation"] = "normal";
	
        game["attackers"] = "allies";
	game["defenders"] = "axis";
	
	game["compass_range"] = 6124;				//How far the compass is zoomed in
	game["sec_type"] = "hold";				//What type of secondary object


}
move_bases()
{				
	base_movers = [];	
		
	entitytypes = getentarray();
	for(i = 0; i < entitytypes.size; i++)
	{
		if(isdefined(entitytypes[i].groupname))
		{
			if(entitytypes[i].groupname == "base_mover")
			{		
				entitytypes[i] moveto(entitytypes[i].origin+(0,0,256), 0.1,0,0);	
			}
	
		}
	}
}
				
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lauramaegan
General Member
Since: Aug 9, 2004
Posts: 630
Last: Feb 11, 2007
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Sunday, Feb. 11, 2007 12:54 pm
This is the first time that i've heard of a conflict with awe. So There may be an issue some where in the Base assault script. I have not dug into the script for Base Assault But that is where I'd start looking. There may be something there.
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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: Sunday, Feb. 11, 2007 08:30 pm
Code:
flak = getentarray("flak1","targetname");<br />
<br />
//flak maps\mp\_flakvierling::init();
//remove this line<br />
<br />
	for(k = 0; k < flak.size; k++) 
	{
	    flak[k] maps\mp\_flakvierling::init();
	}<br />
<br />
	maps\mp\_load::main();


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