Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
1 Active | 70 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: cod2 locks up while loading map
SgtStryker201
General Member
Since: Feb 9, 2007
Posts: 28
Last: Jan 21, 2008
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 14, 2007 09:58 pm
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.
Share |
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1437
Last: Jul 3, 2017
[view latest posts]
Level 8
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 14, 2007 10:32 pm
playfx("fx/explosions/large_vehicle_explosion.efx");

were does it play the fx?

try
playfx("fx/explosions/large_vehicle_explosion.efx", alert.origin);
Share |
SgtStryker201
General Member
Since: Feb 9, 2007
Posts: 28
Last: Jan 21, 2008
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Oct. 14, 2007 11:54 pm
Hmm still doesnt load(Thank you for trying though). Im not acctually sure the game does lock up but its imposible to tell without a loading bar, but if I let it load for more than 5 minites the whole computer does lock up though.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 MP Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»