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Topic: Issues! |
| AlextheGood |
General Member Since: Jul 29, 2006 Posts: 61 Last: Jul 23, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Monday, Jul. 14, 2008 04:35 pm |
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Hi all... I Maked a test map to try out the scripts etc... I added planes! They work fine exept that there is no sound of stukas... and I dont know how to put some in cuz the .cvs is dificult to understand for me ![[sleeping]](images/BBCode/smilies/sleeping.gif) . So I created also a Mortar falling, and it works exept again one thing. When i go into the crater of the mortar impact , i get kicked of the game cuz of script error... I dont get any damage or something. 3rd I have a lot of terrain patches in my map. So they just dont like each other ![[lol]](images/BBCode/smilies/lol.gif) and dont raise/lower together, or get Shooth together... now i have in every patch side at least a big line to look through! Whys that?
So I hope i get some help for those issues...
If i have more ill send it here...
Thanks!
Alex |
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| AlextheGood |
General Member Since: Jul 29, 2006 Posts: 61 Last: Jul 23, 2008 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| AlextheGood |
General Member Since: Jul 29, 2006 Posts: 61 Last: Jul 23, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Wednesday, Jul. 16, 2008 09:58 am |
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1) I dont Understand the whole thing with csv. Must I just add the lines into the .csv file?
2)The script error:
Code: potential infinite loop in script:
(file 'maps\mp\mortar.gsc', line 45)
while (!GoodPosition)
*
called from:
(file 'maps\mp\mortar.gsc',line 35)
wait (5 + randomf loat(5));
*
So there are some other errors but of the stock Scripts I thing (dm, _player etc)
So Here is the script I use for mortar:
Code: main()
{
// Specify two different explosion effects to randomly play
level._effect["mortar_explosion"][0] = loadfx ("fx/impacts/newimps/dirthit_mortar2day.efx");
level._effect["mortar_explosion"][1] = loadfx ("fx/impacts/newimps/minefield.efx");
// send down the mortars
level thread mortars();
}
mortars()
{
// Get an array of all the mortars in the level
mortar = getentarray ("mortar","targetname");
// Loop over and over while the level is loaded
while (1)
{
// Wait 5-10 seconds randomly before doing a mortar explosion
wait (5 + randomfloat(5));
// Make sure there are no players close enough to this mortar to kill them
GoodPosition = false;
while (!GoodPosition)
{
// Pick a random mortar location
rand = randomint(mortar.size);
// Check if any players are within 200 of the randomly picked mortar
GoodPosition = true;
players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
if (distance(mortar[rand].origin,players[i].origin) < 200)
{
GoodPosition = false;
break;
}
}
}
// Play the incomming mortar sound effect
mortar[rand] playsound("mortar_incoming");
// Wait 2 seconds while the imcomming sound plays
wait 2;
// Do the explosion effect
origin = mortar[rand] getorigin();
playfx (level._effect["mortar_explosion"][randomint(2)], origin);
// Play the explosion sound
mortar[rand] playsound("mortar_explosion");
// Make the explosion cause damage
radiusDamage(mortar[rand].origin, 300, 2000, 50);
}
}
I copied it from the tutorial about mortars.
3) I have it. The probelm is that both textures raise but not at the same scale. Maybe its the size of the patch? Maybe cuz i have the one 10x10 and the other 15x15?
4) I use the normandy/ceiling/brick@sewer_brick1clngblu texture. I have to say that the lights are script_models as I maked the lights with switch, and if i Lower the radius of light the basement will be a bit dark.
Thanks
Alex ![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif) |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| AlextheGood |
General Member Since: Jul 29, 2006 Posts: 61 Last: Jul 23, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Wednesday, Jul. 16, 2008 05:47 pm |
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3) How then can I make detailed terrain with one patch? Cuz if i make it 15x15 and its a big mesh then i cannot name detailed roads or such things... I tryied to make many with the same size but, at the map launch (dont know if it is relative to that) I get a error messenge : "No Shaders" or something like that.
4)The switch works fine... I press Use and the light turn on at the testing... The problem is that the light goes throu the ceiling and it appears at the other side, and i dont want this. And that dont happent only for Script_model light but aslo at light it self (right click-> light)
Thanks for help
Alex ![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif) |
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| AlextheGood |
General Member Since: Jul 29, 2006 Posts: 61 Last: Jul 23, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Monday, Jul. 21, 2008 11:36 am |
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What is the error "Map has No Shaders"?
I Compile the map but at one point it stopes and a error comes out. That error says only if i want to sent the error to microsoft or not. The Compile stops at the line "emmiting triangles"! I have used a lot of Terrain Meshes (lets say about 64 middle size Terrain meshes), and maybe it is the cause of that...
Thanks
Alex ![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif) |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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Category: CoD Mapping Posted: Monday, Jul. 21, 2008 05:36 pm |
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3) I didn't mean use one big patch, I meant, do not line up patches with different vertice numbers (a 10x10 with a 15x15). Use the same patches (10x10 and a 10x10), since this means the vertices line up, and will thus move the same way.
4) Lights should be blocked by brushes. No idea what could be causing this.
The shader error is common, no worries about that.
Your map probably has too many patches in it, which is why the compiler crashed. Try removing some of them and see if it works.
A 10x10 terrain patch has 9x9x2= 162 triangles... 64 of those patches means over 10000 triangles, just for those terrain patches... which is a lot, given the limits of the engine. |
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| AlextheGood |
General Member Since: Jul 29, 2006 Posts: 61 Last: Jul 23, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Tuesday, Jul. 22, 2008 09:09 am |
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3)I understand it before.
I just wondering how the CoD mappers do those big maps, like foy of CoD UO, or Bocage with few meshes...
Anyway... thanks for Help
Alex ![[thumbs_up]](images/BBCode/smilies/thumbs_up.gif) |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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