ok i made a map a few days ago and as i was putting the finishing touches on it, it stoped working. I was tired of the map so it was no loss to me but now I have made a new map and its doing the same thing. It worked fine untill I add finishing stuff like fx and sound. Now when I try to load it the game locks up. I have no idea what i did to cause it but i really want to fix it.
this is my gsc if it helps:
#include maps\_utility;
#include maps\_anim;
#using_animtree("generic_human");
main()
{
maps\_load::main();
maps\the_office_anim::main();
maps\the_office_fx::main();
precachestring(&"Theoffice_intro1");
precachestring(&"Theoffice_intro2");
precachestring(&"Theoffice_intro3");
precachestring(&"Theoffice_intro4");
setExpFog(.00025, .57, .57 , .58, 0);
thread intro();
thread officer();
thread door1sound();
thread door2sound();
thread obj1();
level.player takeallweapons();
level.player giveweapon("m1garand");
level.player switchtoweapon("m1garand");
}
intro()
{
maps\_introscreen::introscreen_delay
(&"Theoffice_intro1",
&"Theoffice_intro2",
&"Theoffice_intro3",
&"Theoffice_intro4");
}
officer()
{
officer_clip = getent("officer_clip", "targetname");
officer_clip solid();
level.officer = getent("officer_chair", "targetname");
level.officer.animname = "officer";
chair_node = getnode ("chair_node", "targetname");
chair_node thread maps\_anim::anim_loop_solo (level.officer, "sit");
trig = getent("officer_damage","targetname");
trig waittill("trigger");
chair_node thread maps\_anim::anim_single_solo (level.officer, "sitdeath");
level.officer dodamage(level.officer.health+1000,level.officer.origin);
level.officer notify ("death");
officer_clip delete();
}
obj1()
{
obj1 = getent("talktoweaver", "targetname"); //Get entity(trigger_multiple) in map
objective_add(1, "active", "Go talk to Weaver.",getent("talktoweaver", "targetname").origin);
objective_current(1);
obj1 waittill("trigger"); //Waits till trigger_multiple is triggered
objective_state(1, "done"); //Objective 1 is done
maps\_utility::levelStartSave();
obj1 delete(); //Delete trigger brush in-game so it will not be re-triggered
wait(2);
thread obj2();
}
obj2()
{
obj2 = getent("obj2", "targetname"); //Get entity(trigger_multiple) in map
objective_add(2, "active", "Regroup with your squad outside.",getent("obj2", "targetname").origin);
objective_current(2);
obj2 waittill("trigger"); //Waits till trigger_multiple is triggered
objective_state(2, "done"); //Objective 1 is done
maps\_utility::levelStartSave();
obj2 delete(); //Delete trigger brush in-game so it will not be re-triggered
//thread callthemin();
wait(5);
thread obj3();
}
obj3()
{
objective_add(3, "active", "Grab the binoculars.", (8, -96, -192));
objective_current (3);
level.document = getent("binoculars", "targetname");
level.document show();
trig = getent("obj3","targetname");
trig waittill("trigger");
trig delete();
level.player playsound("documents");
level.document delete();
wait(1);
objective_state(3, "done");
maps\_utility::levelStartSave();
wait(2);
thread obj4();
}
obj4()
{
obj4 = getent("obj4", "targetname"); //Get entity(trigger_multiple) in map
objective_add(4, "active", "Bring the binoculars back to Pvt. Braeburn.",getent("obj4", "targetname").origin);
objective_current(4);
obj4 waittill("trigger"); //Waits till trigger_multiple is triggered
objective_state(4, "done"); //Objective 1 is done
maps\_utility::levelStartSave();
obj4 delete(); //Delete trigger brush in-game so it will not be re-triggered
//thread artillery();
wait(16);
thread obj5();
}
obj5()
{
obj5 = getent("enemyatstreet", "targetname"); //Get entity(German AI) in map
grate = getent("grate", "targetname");
objective_add(5, "active", "Kill the remaining enemies in the street.",getent("enemyatstreet", "targetname").origin);
objective_current(5);
obj5 waittill("death"); //Waits till German AI is killed
objective_state(5, "done"); //Objective 2 is done
grate delete();
wait(5);
//randall = getent("randall", "script_noteworthy");
//braeburn = getent("braeburn", "script_noteworthy");
//mcclousky = getent("mcclousky", "script_noteworthy");
//pathr = getent("randall2", "targetname");
//pathb = getent("braeburn", "targetname");
//pathm = getent("mcclousky", "targetname");
//randall attachpath(pathr);
//randall startpath();
//braeburn attachpath(pathb);
//braeburn startpath();
//mcclousky attachpath(pathm);
//mcclousky startpath();
thread obj6(); //Move on to next objective
}
obj6()
{
obj6 = getent("obj6", "targetname"); //Get entity(trigger_multiple) in map
objective_add(6, "active","Get to the Field.",getent("obj6", "targetname").origin);
objective_current(6);
obj6 waittill("trigger"); //Waits till trigger_multiple is triggered
objective_state(6, "done"); //Objective 1 is done
maps\_utility::levelStartSave();
obj6 delete(); //Delete trigger brush in-game so it will not be re-triggered
wait(2);
thread obj7();
}
obj7()
{
obj7 = getent("battle", "targetname"); //Get entity(German AI) in map
objective_add(7, "active","Kill all the remaining germans.",getent("battle", "targetname").origin);
objective_current(7);
obj7 waittill("death"); //Waits till German AI is killed
objective_state(7, "done"); //Objective 2 is done
}
door1sound()
{
sound = getent ("talktoweaver","targetname");
sound waittill ("trigger");
alert = getent ("startsounds", "targetname");
alert playsound("sound4");
}
door2sound()
{
sound = getent ("3rdfloordoor","targetname");
sound waittill ("trigger");
alert = getent ("3rdfloordoorsource", "targetname");
alert playsound("sound4");
}
//artillery()
//{
//alert = getent ("artillerysequence", "targetname");
//alert playsound("firemission");
//wait 2.5;
//alert = getent ("artillerysequence", "targetname");
//alert playsound("whatstheword");
//wait 4;
//alert = getent ("artillerysequence", "targetname");
//alert playsound("explosion");
//alert = getent ("mortar1", "targetname");
//playfx("fx/explosions/large_vehicle_explosion.efx");
//wait 2;
//alert = getent ("artillerysequence", "targetname");
//alert playsound("explosion");
//alert = getent ("mortar2", "targetname");
//playfx("fx/explosions/large_vehicle_explosion.efx");
//wait 3;
//alert = getent ("artillerysequence", "targetname");
//alert playsound("explosion");
//alert = getent ("mortar3", "targetname");
//playfx("fx/explosions/large_vehicle_explosion.efx");
//wait 1;
//alert = getent ("artillerysequence", "targetname");
//alert playsound("explosion");
//alert = getent ("mortar4", "targetname");
//playfx("fx/explosions/large_vehicle_explosion.efx");
//wait 2;
//alert = getent ("artillerysequence", "targetname");
//alert playsound("explosion");
//alert = getent ("mortar5", "targetname");
//playfx("fx/explosions/large_vehicle_explosion.efx");
//level.enemy = getent("enemyatstreet", "targetname");
//level.enemy dodamage(level.enemy.health+100,level.enemy.origin);
//level.enemy notify ("death");
//}
//callthemin()
//{
//alert = getent ("artillerysequence", "targetname");
//alert playsound("callthemin");
//}
the things i have commented are things that ive tried eliminating to fix it but nothing has worked so far, and as far as i can tell there is nothing wrong with my compile. Thank you in advace.
|