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Forum: All Forums : Call of Duty 4
Category: CoD4 SP Mapping
CoD 4 mapping and level design for single player.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Undefind is not an field object
RollinHard
General Member
Since: Jun 7, 2006
Posts: 24
Last: Feb 22, 2010
[view latest posts]
Level 1
Category: CoD4 SP Mapping
Posted: Saturday, Sep. 27, 2008 05:30 pm
two questions for this one...
1
What exactly do the trigger_damage? the trigger destroy something? Because normally its used to link this trigger to a script_model or a script_brushmodel or some script_exploder key/values are added to the trigger

2
Is this AI/spawner the only enemy AI on the map during this scene?
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All-Killer
General Member
Since: May 26, 2006
Posts: 140
Last: Nov 23, 2008
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Level 4
Category: CoD4 SP Mapping
Posted: Sunday, Sep. 28, 2008 11:36 am
No, the trigger is for a work around. The first problem was that the objective didnt work when i called it right on the actor itself and used the waittill("death"); command to complete it. So i tried it with a trigger, to have the same result. So its for an objective and not an explosion.

Second things, yes, its the only actor in the game at that point.
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RollinHard
General Member
Since: Jun 7, 2006
Posts: 24
Last: Feb 22, 2010
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Level 1
Category: CoD4 SP Mapping
Posted: Monday, Sep. 29, 2008 02:35 pm
Ok...to brief your plan
The player hit a trigger and the obj is displayed...after the ai is killed the obj is completed. Forget the trigger_damage for a second.. I assume the mggardentrigger is your point to show the obj?
Try it in this way:

add these lines to the top of your whole gsc:
Code:

#include common_scripts\utility;

#include maps\_utility;


before you can hit the trigger and after the ai is spawned call the obj thread from somewhere:
Code:
thread obj2();


obj2()
{
mggardentrigger = getent ("mggardentrigger","targetname");
mgsoldier = getent ("mgsoldier","targetname");

mggardentrigger waittill("trigger");
objective_add(2, "active", &"SPMAP_OBJ2", mgsoldier.origin);
objective_current(2);

ai = getaiarray( "axis" );
thread waittill_dead_or_dying( ai );

objective_state(2, "done");
mggardentrigger delete();
}

edited on Sep. 29, 2008 10:38 am by CaulkHarmony
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All-Killer
General Member
Since: May 26, 2006
Posts: 140
Last: Nov 23, 2008
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Level 4
Category: CoD4 SP Mapping
Posted: Monday, Sep. 29, 2008 03:03 pm
Going to try that then.
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