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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Water Question...
Darfyddi
General Member
Since: Oct 14, 2009
Posts: 43
Last: Mar 13, 2012
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 16, 2010 02:02 pm
Cheers for your reply.

I have been through and deleted the triggers and started again 3 times and still no joy.

When I am playing the map, there is no difference below the water, I walk through the rippling water effect and it just looks like I am in a normal place with rippling water above my head [confused]
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 16, 2010 09:27 pm
It sounds like the "code" or script isn't even running then.

If you are using an IWD, you do not put any .gsc/scripts file in it, only images and mp3's belong there, unless it is a mod or a heavily modified map.

It appears you have your other files sorted.

Make sure your maps targetname matches your scripts targetname, and make sure you DO NOT have any BSP build errors that are preventing your map from updating.

Maybe try this script instead.
Code:
main()
{
	precacheShader("white");
	level.drown_barsize = 288;
	level.drown_time = 8;
	level.drown_hurttime = 6;

	drownage = getentarray("drown","targetname");
	for(d=0;d<drownage.size;d++)
	{
		drownage[d] thread water();
	}
}

water()
{
	self.ceiling = getent(self.target,"targetname");
	while(1)
	{
		self waittill("trigger", player);
		if(player.sessionstate == "playing" && !player isTouching(self.ceiling) && !isDefined(player.drowning))
		{
			player thread drown(self);
		}
	}
}

drown(trigger)
{
	self endon("disconnect");

	self.drowning = true;
	wait 0.15;

	water_vision = newClientHudElem(self);
	water_vision.x = 0;
	water_vision.y = 0;
	water_vision.alignX = "left";
	water_vision.alignY = "top";
	water_vision.horzAlign = "fullscreen";
	water_vision.vertAlign = "fullscreen";
	water_vision.sort = 0;
	water_vision.alpha = 0.75;
	water_vision.color = (0.16, 0.38, 0.5);
	water_vision setshader ("white", 640, 480);

	drown_bar_back = newClientHudElem(self);
	drown_bar_back.x = 320;
	drown_bar_back.y = 385;
	drown_bar_back.alignX = "center";
	drown_bar_back.alignY = "middle";
	drown_bar_back.alpha = 0.5;
	drown_bar_back.sort = 1;
	drown_bar_back.color = (0,0,0);
	drown_bar_back setShader("white", (level.drown_barsize + 4), 14);

	drown_bar = newClientHudElem(self);
	drown_bar.x = (320 - (level.drown_barsize / 2));
	drown_bar.y = 385;
	drown_bar.alignX = "left";
	drown_bar.alignY = "middle";
	drown_bar.alpha = 1;
	drown_bar.sort = 2;
	drown_bar.color = (1,1,1);
	drown_bar setShader("white", 1, 8);
	drown_bar scaleOverTime(level.drown_time, level.drown_barsize, 8);

	underwatertime = 0;
	damagetime = 0;
	while(self.sessionstate == "playing" && self isTouching(trigger) && !self isTouching(trigger.ceiling) && underwatertime < level.drown_time)
	{
		wait 0.05;
		underwatertime += 0.05;
		damagetime++;
		if(underwatertime >= level.drown_hurttime && damagetime >= 4)
		{
			radiusDamage(self.origin,9,1,1);
			damagetime = 0;
		}
	}

	if(self.sessionstate == "playing" && underwatertime >= level.drown_time) // Been underwater for too long
	{
		water_vision destroy();
		radiusDamage(self.origin,22, 3000, 3000);
//		self playsound ("drown");	//ADDED
		deathmethod[0] = " was sucked Dry by Leeches...";
		deathmethod[1] = " Died by Cardiac Arrest...";
		deathmethod[2] = " thought drinking Pond Water, was a good idea";
		deathmethod[3] = " is floating, Bloated in the Swamp";
		iPrintln(self.name + deathmethod[randomInt(deathmethod.size)]);
	}
	else if(self.sessionstate == "playing" && underwatertime < level.drown_time) // Came up for air
	{
		water_vision.alpha = 0.5;
		water_vision fadeOverTime(3);
		water_vision.alpha = 0;
		water_vision thread destroyaftertime(self);
	}
	else // Died or went to spectators while underwater
	{
		water_vision destroy();
	}
	
	drown_bar_back destroy();
	drown_bar destroy();
	self.drowning = undefined;

}

destroyaftertime(player)
{
	player endon("disconnect");
	wait 3;
	self destroy();
}
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Darfyddi
General Member
Since: Oct 14, 2009
Posts: 43
Last: Mar 13, 2012
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 17, 2010 12:31 am
[confused]
Tried that script, no joy.

I am really unsure what to look for now :(
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 17, 2010 12:42 am
Post your compile log here. Let's make sure you don't have a BSP build error first.

When the BSP compile finishes, right click the CMD window and say "select all".

Then press enter while all is selected. By pressing enter, you have copied the text.

Then paste it here using the code button.
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Darfyddi
General Member
Since: Oct 14, 2009
Posts: 43
Last: Mar 13, 2012
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 17, 2010 10:10 am
when the bsp compiler reaches near the end by falshing the last few lines up in milliseconds, it closes the window, is there a way I can stop this?
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Darfyddi
General Member
Since: Oct 14, 2009
Posts: 43
Last: Mar 13, 2012
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 17, 2010 10:33 am
Ok, managed to get it to run at about a 15th of the speed at the end and got this, I think that is the last line.


Code:
A subdirectory or file C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\ already exists.
.
.
###########################################

                COMPILE BSP
###########################################

.
.
        1 file(s) copied.
CoD4Map v1.1 (c) 2002 Id Software Inc. / Infinity Ward
---- cod2map ----
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/main
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_13.iwd (265 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_12.iwd (33 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_11.iwd (448 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_10.iwd (230 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_09.iwd (447 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_08.iwd (66 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_07.iwd (34 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_06.iwd (416 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_05.iwd (716 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_04.iwd (765 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_03.iwd (670 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_02.iwd (1296 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_01.iwd (1456 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_00.iwd (1054 files)
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//main
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//main_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/raw
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/raw_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/devraw
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/devraw_shared
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//players
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw_shared
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//devraw
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//devraw_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw06.iwd (7 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw05.iwd (1338 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw04.iwd (1730 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw03.iwd (3705 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw02.iwd (3483 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw01.iwd (3181 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw00.iwd (2903 files)
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw/english

File Handles:
----------------------
24243 files in iwd files
Loading map file C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\map_source\mp_run_rabbit_run.map
writing C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_run_rabbit_run.d3dprt

finding triangle windings...
coalescing coincident windings...
removing occluded winding fragments...
assigning primary lights...
finished in 8 seconds
finding sun shadow casters...
splitting large windings...
merging into concave windings...
fixing t-junctions...
tethering holes to their concave windings...
building lightmap groups...
assigning lightmaps...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
combining layered materials...
6624 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 421 brush sides
elapsed time 0 seconds
Finished processing world entity

Ignoring empty brush model entity
Map C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\map_source\mp_run_rabbit_run.map entity 1145
Ignoring empty brush model entity
Map C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\map_source\mp_run_rabbit_run.map entity 1146
Ignoring empty brush model entity
Map C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\map_source\mp_run_rabbit_run.map entity 1147
Writing C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_run_rabbit_run.d3dbsp
   23 seconds elapsed
.
.
###########################################

                COMPILE LIGHT
###########################################

.
.
----- FS_Startup -----
Current search path:
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/main
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_13.iwd (265 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_12.iwd (33 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_11.iwd (448 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_10.iwd (230 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_09.iwd (447 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_08.iwd (66 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_07.iwd (34 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_06.iwd (416 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_05.iwd (716 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_04.iwd (765 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_03.iwd (670 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_02.iwd (1296 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_01.iwd (1456 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\iw_00.iwd (1054 files)
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//main
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//main_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/raw
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/raw_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/devraw
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\bin\CoD4CompileTools/devraw_shared
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw_shared
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//devraw
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//devraw_shared
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw06.iwd (7 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw05.iwd (1338 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw04.iwd (1730 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw03.iwd (3705 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw02.iwd (3483 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw01.iwd (3181 files)
C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\main\localized_english_iw00.iwd (2903 files)
C:/Program Files (x86)/Activision/Call of Duty 4 - Modern Warfare//raw/english

File Handles:
----------------------
24243 files in iwd files

using map radiosityScale 2


using default contrastGain 0.3

ignoring bad model index 1
ignoring bad model index 2
ignoring bad model index 3
building collision data...
building collision took 0.6 seconds
----------------------------------------
Calculating sample areas...
Finished in 0 seconds.
----------------------------------------
Getting radiosity color for each sample...
Finished in 1 seconds.
----------------------------------------
Applying radiosity scale...
Finished in 0 seconds.
----------------------------------------
Loading saved light transport for sky and radiosity...
----------------------------------------
Building light transport for light sources...
Finished in 20 seconds.
----------------------------------------
Normalizing transport weights...
Finished in 0 seconds.
----------------------------------------
Seeding sky light...
Finished in 0 seconds.
----------------------------------------
Radiosity bounce 1...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 2...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 3...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 4...
Finished in 1 seconds.
----------------------------------------
Radiosity bounce 5...
Finished in 1 seconds.
----------------------------------------
Finding lightmap bleeding...
Finished in 0 seconds.
----------------------------------------
Building final lightmaps...
Finished in 19 seconds.
----------------------------------------
Calculating ground lighting for static models...
Finished in 0 seconds.
Light grid sample point file 'C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_run_rabbit_run.grid' not found.
Vis cache logfile 'C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_run_rabbit_run.vclog' not found; using static model origins on
ly.
Using 214534 grid points from grid logfile 'C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_run_rabbit_run.grid_auto'.
Light grid sample point file 'C:\Program Files (x86)\Activision\Call of Duty 4 - Modern Warfare\raw\maps\mp\mp_run_rabbit_run.grid_not' not found.
----------------------------------------
Calculating light grid...
Finished in 34 seconds.
----------------------------------------
Quantizing light grid colors...
----------------------------------------
Improving quantization...
Finished in 3:10.
----------------------------------------
Encoding light grid...

Entire light compile finished in 4 minutes



edited:

Those three brushes being ignored [1145, 1146, 1147 ] just happen to be my 2 triggers and 1 water lol. I have now deleted them and drawn one new default texture and copied that twice so now I have 3 default texture boxes. I have to pop to college then university now so will change the default textures to what they should be when I get back. I will also delete the drown scipt .gsc and redo it with whatever it is in this thread.

Fingers crossed I might be getting somewhere :) Thank you for making me look harder at the bsp compile.
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DeekCiti
General Member
Since: Mar 13, 2008
Posts: 1293
Last: Jul 9, 2016
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 17, 2010 03:45 pm
Always start with the source. In this case it is Radiant, but the next source after that is the BSP compile, then the files, then the file setup and packaging.

[wave] You'll figure it out.

You can always use the triggers I set up and attached to put in your map if you are having trouble creating the drown triggers.
Share |
Darfyddi
General Member
Since: Oct 14, 2009
Posts: 43
Last: Mar 13, 2012
[view latest posts]
Level 2
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 17, 2010 08:36 pm
ok, back again... loaded up radiant then assigned the textures and key name to the three virgin default texture boxes... reset the script .gsc file and it works now [crazy]


Many thanks for your help all, I shall remember next time to look at the bsp compile log with a keener eye..

[wave]
Share |
{UST}Hogan
General Member
Since: Aug 21, 2005
Posts: 238
Last: May 7, 2010
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Thursday, Mar. 18, 2010 01:17 am
I think if you clone your water and flip it upsidedown should prevent anyone from looking up out of the water.
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