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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: dogs dont spawn
Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Wednesday, Dec. 31, 2008 02:05 pm
just the .FF files.
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BloodyWarrior
General Member
Since: Dec 14, 2008
Posts: 33
Last: Oct 16, 2009
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Level 2
Category: CoDWW MP Mapping
Posted: Wednesday, Dec. 31, 2008 05:29 pm
Ôkay you can download the files here:

www.gamemapping.de.vu/mp_hangemhigh.rar
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Wednesday, Dec. 31, 2008 06:25 pm
Ok, tested it and found that you have 3 dog_spawners:

Quote:
******* script runtime error *******
getent used with more than one entity: (file 'maps/mp/_dogs.gsc', line 332)
level.dog_spawner = getent("dog_spawner","targetname" );
*
Error: called from:
(file 'maps/mp/gametypes/_hardpoints.gsc', line 1693)
self thread maps\mp\_dogs::dog_manager_spawn_dogs( team, otherTeam, ownerDeathCount );
*
Error: called from:
(file 'maps/mp/gametypes/_hardpoints.gsc', line 1581)
if ( self triggerHardpoint( currentWeapon ) )
*
Error: started from:
(file 'maps/mp/gametypes/_hardpoints.gsc', line 1571)
self waittill( "weapon_change" );
*
Error: ************************************


You are only supposed to have 1 (one) dog_spawner.

I spawned a Japanese flag on each dog_spawners, to be able to show you where they are:





I would advise deleting them all and starting again, this time being carefull to only use one dog_spawner prefab.

edited on Dec. 31, 2008 01:26 pm by Tally
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BloodyWarrior
General Member
Since: Dec 14, 2008
Posts: 33
Last: Oct 16, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Wednesday, Dec. 31, 2008 07:00 pm
Thank you Tally,

now it works. but i am confused. Seeing my dogs flying to a higher position because the connections of the nodes are a little bit buggy. Is there a way to say that the dogs should follow only a bunch of nodes to get higher for example?

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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Wednesday, Dec. 31, 2008 07:32 pm
BloodyWarrior writes...
Quote:
Thank you Tally,

now it works. but i am confused. Seeing my dogs flying to a higher position because the connections of the nodes are a little bit buggy. Is there a way to say that the dogs should follow only a bunch of nodes to get higher for example?



Sounds like the node_pathnodes are too far apart. Make sure they are not more than 256 units apart. For safety, place them 250 units apart.
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BloodyWarrior
General Member
Since: Dec 14, 2008
Posts: 33
Last: Oct 16, 2009
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Level 2
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 1, 2009 10:03 am
My nodes, dont wanted to be connected are too far away as you can see here:
www.gamemapping.de.vu/node_path.jpg

But they should not be connected. My dogs walk through Walls and they jump 20 feet to a higher position, that they should reach first, if they walk the path to this node. Do i have to connect the pathes manually?
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW MP Mapping
Posted: Thursday, Jan. 1, 2009 10:05 am
BloodyWarrior writes...
Quote:
My nodes, dont wanted to be connected are too far away as you can see here:
www.gamemapping.de.vu/node_path.jpg

But they should not be connected. My dogs walk through Walls and they jump 20 feet to a higher position, that they should reach first, if they walk the path to this node. Do i have to connect the pathes manually?


No, when you compile, make sure you have "connect paths" checked.
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