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Forum: All Forums : Call of Duty 2
Category: CoD2 SP Mapping
Call of Duty 2 single player mapping, scripting and everything single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: not an actor
soulwax
General Member
Since: Nov 14, 2005
Posts: 255
Last: Jul 28, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 25, 2007 04:43 pm
I'm trying to get an animation work,I was trying and trying untill i found out it wasn't the animation but the "go to the node" part that was wrong,but i don't know what i done wrong

I always get an error: "not an actor"

here's the script:

#include maps\_utility;
#include maps\_anim;
#using_animtree("generic_human");


main()
{
maps\_load::main();
maps\anim_anim::main();

level.player takeallweapons();
level.player giveWeapon ("m1garand");
level.player giveWeapon ("thompson");
level.player giveWeapon ("fraggrenade");
level.player switchToWeapon ("m1garand");

thread price_anim1();


}


price_anim1()
{

price = getent("cptprice","script_noteworthy");
node = getent("anim_node1","targetname");


price.goalradius = 4;
price setgoalnode(node);
price waittill("goal");


}

It's small but the stupid thing won't work
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 25, 2007 04:53 pm
does this error occur as soon as you start the map? If so, try putting a trigger in to start the prince_anim thread.. because it might be so, that, once the map loads, it immediately wants to run the animation... when the poor captain hasn't even spawned yet.

edit: p.s. I know nothing about SP :p

edited on Apr. 25, 2007 12:53 pm by The_Caretaker
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soulwax
General Member
Since: Nov 14, 2005
Posts: 255
Last: Jul 28, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Wednesday, Apr. 25, 2007 05:34 pm
k i figured it out now thnx :p

But i still have a problem.It works fine without the door,but with the door,he won't run to the node,does he thinks that the door is still closed or what?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 SP Mapping
Posted: Thursday, Apr. 26, 2007 07:10 pm
CoD had the same problem.. maybe they found a solution there? Try doing a forum search in the CoD SP forum.
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Thursday, Apr. 26, 2007 11:39 pm
If you're having problems with getting Ai through script_brushmodel doors, move the doors in radiant so they start the map as open and then close them with script as soon as the level loads.

If you have moveable doors closed in Radiant it confuses the AI even after the door has been opened in your level. Making your moveable doors open in Radiant gets around this problem.
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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Apr. 27, 2007 12:02 am
I've had the exact same problem with my map Stalingrad...I got around it by putting traverse nodes where the actor has to cross the door...works perfectly but looks a little funny since they play an animation like jumping_across_72

However, pure coincidence, I was talking to Ace008 today and we were trying to figure out the problem...if you try out his tutorial, it should work fine. I tried his test map and the actor does get passed the door with simple pathnodes. So here it is:

http://www.modsonline.com/Tutorials-read-384.html

Hope it helps! Many thanks to Ace008
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 19, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Apr. 27, 2007 01:07 am
Nice one, chaps.

I reckon door connectpaths(); is the key to solving the problem, then.

[thumbs_up]
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Scharfschuetze
General Member
Since: Dec 23, 2006
Posts: 162
Last: Jul 7, 2011
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoD2 SP Mapping
Posted: Friday, Apr. 27, 2007 08:36 am
After looking at a couple of scripts that came with the game, I noticed that when they used hide and show to explode a hole in a wall, they used connect paths afterwards. Makes sense.

[sniper]


Scharfschütze
Amerikanischer Soldat der Niederlage, sind Sie tot

My Radiant Manual - Work In Progress

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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Apr. 27, 2007 09:41 am
Yup! Now it all makes sense...I tried using hide and show and all kinds of other commands, but without the connectpaths function, it won't work unless you use traverse nodes...so many wasted nights for a simple line lol...So go grab Ace008's tutorial and have fun [thumbs_up]
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soulwax
General Member
Since: Nov 14, 2005
Posts: 255
Last: Jul 28, 2008
[view latest posts]
Level 5
Category: CoD2 SP Mapping
Posted: Friday, Apr. 27, 2007 03:59 pm
Ye indeed,it works thnx
I tried to enter that line before but i used the node like this

node connectpaths();

thnx

But i had to check the DYNAMICPATH box before it worked,thnx
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