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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Script compile error:Bad Syntax?
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 12:38 pm
What can i do about this error:Script compile error:Bad Syntax??
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Azz
General Member
Since: Jul 29, 2004
Posts: 901
Last: Aug 13, 2010
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 12:51 pm
LOL!! funny u shud mention tht bcoz this mornin i was doin scripting to get fire and smoke in my map!

anyway, i got the same error and what it is is in the world of scripting if ever you make a slight mistake, say, spelling map\mp\......etc etc insted of maps\mp\.....etc etc also puntuation, if u miss a comma or a " or anything u will get this message

i suggest u keep checkin thru ure script!

if tht doesnt work i'm afraid i can't help you.

Well hope i helped,

Azz
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TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 02:34 pm
1 fire worked fine But i want 4 :casanova:

This is my .GSC now:
main()
{
level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire", (-128, -120, 352), 0.6);
level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke", (-128, -120, 352);
mapsmp_load::main();
level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire", (192, -120, 352), 0.6);
level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke", (192, -120, 352);
mapsmp_load::main();
level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire", (192, 184, 352), 0.6);
level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke", (192, 184, 352);
mapsmp_load::main();
level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire", (-128, 184, 352), 0.6);
level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke", (-128, 184, 352);
mapsmp_load::main();
}

There's something wrong [devilishgrin]
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Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 02:35 pm
first thing to do is maps/mp/_load::main(),
then do any effects and only load it once

start your map using
developer 1
map your_map
in console, it will show you the line the error is generated on,
eg: file your_map.gsc
error line 46;
called from etc...
probably right, simple spelling error.
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BR3NTB
General Member
Since: Jun 20, 2004
Posts: 893
Last: Mar 3, 2006
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 04:53 pm
Dude You seem to have every effect with the same alias.

looky here.

level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire", (-128, -120, 352), 0.6);

in these lines "fire" is the alias....

any more fire effects should be named something else like
"fire1" ,"fire2" and so on same goes for smoke.. ex:

level._effect["fire1"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire1", (192, -120, 352), 0.6);

and you only need this line 1 time:

mapsmp_load::main();

just gotta correct ur script it will work fine..

FIXED SCRIPT:

main()
{
mapsmp_load::main();

level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire", (-128, -120, 352), 0.6);
level._effect["smoke"] = loadfx("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke", (-128, -120, 352);

level._effect["fire1"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire1", (192, -120, 352), 0.6);
level._effect["smoke1"] = loadfx("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke1", (192, -120, 352);

level._effect["fire2"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire2", (192, 184, 352), 0.6);
level._effect["smoke2"] = loadfx("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke2", (192, 184, 352);

level._effect["fire3"] = loadfx ("fx/fire/tinybon.efx");
mapsmp_fx::loopfx("fire3", (-128, 184, 352), 0.6);
level._effect["smoke3"] = loadfx("fx/smoke/ash_smoke.efx");
mapsmp_fx::loopfx("smoke3", (-128, 184, 352);

}

let me know if this works!!!

[smokin]
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tactical-d
General Member
Since: Jul 13, 2004
Posts: 112
Last: Apr 9, 2005
[view latest posts]
Level 4
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 05:12 pm
Don't you have to separate each effect with a square bracket?
Just a thought.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Saturday, Aug. 7, 2004 05:12 pm
ah..and now for my 2 cents

you are still loading multiple instances of the same effect
this is how i would look at it...and then you only have one instance of each effect loading

Code:
 main()
{
maps/mp/_load::main();

level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
maps/mp/_fx::loopfx("fire", (-128, -120, 352), 0.6);
maps/mp/_fx::loopfx("fire", (192, -120, 352), 0.6);
level._effect["smoke"] = loadfx("fx/smoke/ash_smoke.efx");
maps/mp/_fx::loopfx("smoke", (-128, -120, 352);
maps/mp/_fx::loopfx("smoke", (192, -120, 352);


[angryalien]
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