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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: Door sound lost...
SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Jan. 21, 2008 07:24 pm
Recently I've ask for help with the doors move and I really thank you all for your help.
I just add a sound for the doors and its been working, but now is not any more, I don't understand why, I check the gsc file and everything is as i did before when it was working.
Look:
Code:

basement_accesdoor_rotate()
{
basement_accesdoor = getent("basement_accesdoor", "targetname");
basement_accestrigger = getent("basement_accestrigger", "targetname");

while(1)
{

basement_accestrigger waittill("trigger");
basement_accesdoor rotateyaw(90, 1.5, 0.7, 0.7);
basement_accesdoor playsound ("doorcreak");
basement_accesdoor waittill("rotatedone");
wait(3);
basement_accestrigger waittill("trigger");
basement_accesdoor rotateyaw(-90, 1.5, 0.7, 0.7);
basement_accesdoor playsound ("doorcreak");
basement_accesdoor waittill("rotatedone");
}
}

lab_door_rotate()

{

lab_door = getent("lab_door", "targetname");
lab_trigger = getent("lab_trigger", "targetname");

while(1)
{

lab_trigger waittill("trigger");
lab_door rotateyaw(90, 1.5, 0.7, 0.7);
lab_door playsound ("doorcreak");
lab_door waittill("rotatedone");
wait(3);
lab_trigger waittill("trigger");
lab_door rotateyaw(-90, 1.5, 0.7, 0.7);
lab_door playsound ("doorcreak");
lab_door waittill("rotatedone");
}
}


And the name in the script is the same as the .wave file in the sound folder, and like I said, it was working good, but now is not.

Little help please.

thanks!!!


edited on Jan. 21, 2008 02:26 pm by SgtCortes69us
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SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Tuesday, Jan. 22, 2008 07:13 pm
I just tried to change the .wav file for anotherone, but still the same.
What is wrong here?

Please!!!!!!
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SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Friday, Jan. 25, 2008 08:31 pm
Ok, Now I'm having problems with other doors.
When I try to run the map, this is what I got:

Code:
******* script runtime error *******
undefined is not an object: (file 'maps/mp/mp_wolfenstein_castle.gsc', line 237)
trig waittill("trigger");
*
called from:
(file 'maps/mp/mp_wolfenstein_castle.gsc', line 25)
thread cappi_accesdoor1_rotate();
       *
started from:
(file 'maps/mp/mp_wolfenstein_castle.gsc', line 3)
main()
*


And this is what it is in that line("237"):



Code:
cappi_accesdoor1_rotate()
{

door = getent("cappi_accesdoor1", "targetname");
doora = getent("cappi_accesdoor2", "targetname");
trig = getent("cappi_trigger", "targetname");
while(1)
{

trig waittill("trigger"); //this is the line "237"//
door rotateyaw(90, 1.5, 0.7, 0.7);
doora rotateyaw(-90, 1.5, 0.7, 0.7);
door playsound("fermer_porte");
door waittill("rotatedone");

wait(3);
door rotateyaw(-90, 1.5, 0.7, 0.7);
doora rotateyaw(90, 1.5, 0.7, 0.7);
door playsound("fermer_porte");
door waittill("rotatedone");
}
}


What is wrong with that?

Any Help Please!!!!
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SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 26, 2008 06:48 pm
Sorry to bother but I really need help. I know everybody is bussy now in COD4 but, please take a little time and tell me what to do here...

Thanks!!!
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Bloodlust
General Member
Since: Apr 7, 2004
Posts: 101
Last: Jan 14, 2015
[view latest posts]
Level 4
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 26, 2008 07:11 pm
the trigger is undefined because it cannot be found for some reason.

check in Radiant to make sure you didnt rename the trigger or accidently delete it, or maybe accidently disable the layer the trigger is in if you are using layers.
if it is disabled (set to ignore during compiling) the layer will have a red circle with line on it, like a No Entry sign would look like.

you really dont need this at all:
basement_accesdoor waittill("rotatedone");

the only reason I can think of that a sound will suddenly stop working is because you either deleted the sound or renamed it somehow, or renamed the .wav file that the soundalias entry points to, or changed the volume settings for it in its soundaliases entry.
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SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 26, 2008 08:18 pm
Bloodlust writes...
Quote:
the trigger is undefined because it cannot be found for some reason.

check in Radiant to make sure you didnt rename the trigger or accidently delete it, or maybe accidently disable the layer the trigger is in if you are using layers.
if it is disabled (set to ignore during compiling) the layer will have a red circle with line on it, like a No Entry sign would look like.

you really dont need this at all:
basement_accesdoor waittill("rotatedone");

the only reason I can think of that a sound will suddenly stop working is because you either deleted the sound or renamed it somehow, or renamed the .wav file that the soundalias entry points to, or changed the volume settings for it in its soundaliases entry.


Thanks bro for answer me quick.
I did check for the triggers name in Radiant last night, but now I tried to re-check again, and Radiant crash, so I uninstalled it and reinstalled it again, but all the same, it keep crashing, all I got in the lower window is: something like: "dtl, line 16 detail map Sampler, is not define by vertol_shaded.hlsl"
something like dat.[banghead]
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SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Jan. 26, 2008 10:18 pm
Ok,! Radiant crash fixed. But still have the problem to run the map, giving me the same error, I've already uninstall Radiant and reg key, so I reinstalled it, checked for the map, and checked for the doors and the triggers if I missed something or changed, but everything is exactly as it is in the .gsc file, it s so frustating [banghead]
Please I need help, I don't know what to do, I did everything I can. I need to understande this so I can jump to map for COD4, but first need is to understand what the heck is goin on here.

Please anybody?!!!
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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 MP Mapping
Posted: Sunday, Jan. 27, 2008 09:11 pm
Well... the error tells you 'trig' is not defined, leading me to believe the error is where Bloodlust says it is. A small typo is quickly made.

As for the sound... you've added several sounds (doorcreak and fermer_porte at least)... one of those does not work (doorcreak?), but... does the other work?
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SgtCortes69us
General Member
Since: Jul 27, 2006
Posts: 295
Last: Feb 5, 2010
[view latest posts]
Level 5
Category: CoD2 MP Mapping
Posted: Monday, Jan. 28, 2008 04:12 pm
The_Caretaker writes...
Quote:
Well... the error tells you 'trig' is not defined, leading me to believe the error is where Bloodlust says it is. A small typo is quickly made.

As for the sound... you've added several sounds (doorcreak and fermer_porte at least)... one of those does not work (doorcreak?), but... does the other work?


Well, I've already checked in Radiant where is the layers stuff that Bloodlust reffered to and the only thing with a red circle with line on it there is the one when you point on it it say; " Disable selection of entities", where to find what bloodlust say; " (set to ignore during compiling) " or I'm using diferent Radiant version? // Radiant ver 1.0.0.1\\
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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 MP Mapping
Posted: Monday, Jan. 28, 2008 04:23 pm
The first question is... ARE you using layers. If you're not sure, then probably not. I've never worked with layers myself, I'm not even sure if it's possible in CoD2Radiant.

I meant "check in Radiant to make sure you didnt rename the trigger or accidently delete it" that part. Because the error says that 'trig' is not defined. You did define trig just a few lines before, which leads us to the conclusion there is something wrong with the trigger brush. Either it's not there anymore, or there is a typo in the targetname key/value pair.
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