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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: S&D error
Lithium123
General Member
Since: May 29, 2007
Posts: 72
Last: Apr 6, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 05:03 am
I am testing my S&D map and I when the bomb is supposed to go off, this error comes having trouble loading "file maps/mp/gametypes/sd, line 1820". What is that??
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Xploit
General Member
Since: Jul 16, 2006
Posts: 81
Last: Apr 14, 2009
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Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 02:21 pm
Would it be possible for you to post a screen shot of the plant site in the editor and paste your .gsc in here?
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Capt.Com
General Member
Since: Nov 14, 2004
Posts: 879
Last: Oct 6, 2007
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Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 03:41 pm
Did you added a sd_bombtrigger to your map?
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Lithium123
General Member
Since: May 29, 2007
Posts: 72
Last: Apr 6, 2010
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Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 03:52 pm
Here are screenshots of the plantsites:





here is the .gsc:
Code:
main()
{
maps\mp\_load::main();
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
ambientPlay("ambient_mp_bastogne");
maps\mp_Bastogne_fx::main();
thread garage1_rotate();
}

garage1_rotate()
{
	garage1 = getent("garage1", "targetname");
	trig = getent("garage1trigger", "targetname");

	while(1)
	{
		trig waittill("trigger");
		garage1 rotateroll(-100, 1.5, 0.7, 0.7);
		garage1 waittill("rotatedone");
		wait(6);
		garage1 rotateroll(100, 1.5, 0.7, 0.7);
		garage1 waittill("rotatedone");
	}


}



Yes, I do have a sd_bombtrigger in the map.
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 04:16 pm
If you have any mods, take them out and see if it works.
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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OLD_MAN_WITH_GUN
General Member
Since: May 13, 2006
Posts: 754
Last: Jan 23, 2010
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Level 7
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 05:48 pm
For the sd gametype you need an additional script.
Create a second gsc file in the folder maps\mp and call it mp_yourmapname_fx.gsc
Put in the following:
Code:
main()
{
	precacheFX();
	ambientFX();
	level.scr_sound["flak88_explode"] = "flak88_explode";
}
precacheFX()
{
	level._effect["flak_explosion"] = loadfx ("fx/explosions/flak88_explosion.efx");
}

ambientFX()
{
}

This are the sound and the effect which will be played whan a bombside explodes.
Next add the following line above the line maps\mp\_load::main(); in your map gsc file
maps\mp\mp_yourmapname_fx::main();
This will call the new gsc file.
Now the sd gametype should work.
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Lithium123
General Member
Since: May 29, 2007
Posts: 72
Last: Apr 6, 2010
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Saturday, Sep. 29, 2007 09:33 pm
Thanks, problem solved.
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