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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: help with heli error
voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Mar. 22, 2009 01:15 am
everytime i get the heli to spawn i get this error in developer mode:

http://img6.imageshack.us/img6/4313/completeerror.jpg

im pretty sure that the error has to do with the heli not moving its blade at all and trying to make the dust pop up off of the floor. I have avoided putting a heli in the map because i dont know how to fix this so if you guys know how to, plz help me. thanks.

edited on Mar. 21, 2009 09:18 pm by voidsource

edited on Mar. 21, 2009 09:19 pm by voidsource
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babycop
General Member
Since: Feb 18, 2006
Posts: 488
Last: Feb 27, 2010
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Sunday, Mar. 22, 2009 03:58 am
did you precache the heli fx....check my downtown zone file to see if you're missing something.
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voidsource
General Member
Since: May 5, 2007
Posts: 1513
Last: Sep 1, 2013
[view latest posts]
Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Mar. 22, 2009 06:38 am
how do i precache the heli's fx? and i looked at your .csv and mines and still couldnt figure wat was the problem. this is on a map that i use for testing. heres wat i have in the zone_source:

Code:

localize,testai
ignore,code_post_gfx
ignore,common

col_map_sp,maps/testai.d3dbsp

rawfile,maps/testai.gsc
rawfile,maps/testai_anim.gsc
rawfile,maps/testai_fx.gsc
rawfile,options_graphics.cfg
rawfile,options_graphics_set.cfg
rawfile,maps/_vehicle.gsc
rawfile,maps/_apache.gsc
rawfile,vehicles/apache

sound,common,testai,!all_sp
sound,generic,testai,!all_sp
sound,voiceovers,testai,!all_sp
sound,requests,testai,!all_sp
sound,us_battlechatter,testai,all_sp
sound,ab_battlechatter,testai,all_sp
sound,ru_battlechatter,testai,all_sp
sound,uk_battlechatter,testai,all_sp

weapon,sp/mp5
weapon,sp/ak47
weapon,sp/AGM_114

fx,explosions/large_vehicle_explosion

xmodel,viewmodel_base_viewhands
xmodel,vehicle_apache_dark

xanim,bh_rotors
xanim,cobra_copilot_idle_r
xanim,cobra_copilot_idle_l
xanim,cobra_copilot_idle



and heres wat i have in my test maps .gsc:

Code:

#include maps\_vehicle;

#include maps\_anim;

#include maps\_utility;

#include common_scripts\utility;


main()
{ 

maps\_apache::main("vehicle_apache_dark");
maps\testai_anim::main();
maps\testai_fx::main();
maps\_load::main();

level.player setviewmodel ("viewmodel_base_viewhands");

level.weaponClipModels = [];
level.weaponClipModels[0] = "weapon_mp5_clip";
level.weaponClipModels[1] = "weapon_ak47_clip";
level.weaponClipModels[2] = "weapon_dragunov_clip";

	thread heli2();
}
heli2()
{
	level.player.ignoreme = true;
	wait 9;

iPrintlnBold("BLAH1");

dummy = getent("fake_impact","targetname");

heli2 = getent("heli2","targetname");
heli2 hide();
heli2 stopenginesound();//hate the noise in testing stages so i disabled it

iPrintlnBold("BLAH2");

heli2 setvehweapon( "hunted_crash_missile" );
heli2 setturrettargetent( level.player );
		
iPrintlnBold("BLAH BLAH1");

missile = heli2 fireweapon( "tag_flash_2", dummy,(0,0,0));

iPrintlnBold("BLAH BLAH2");

missile missile_settarget(dummy, ( -432, 128,208 ) );

iPrintlnBold("BLAH BLAH3");

iPrintlnBold("BLAH3");
}


idk wat else to put. [confused] im really lost.
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_INSANE_
General Member
Since: Nov 7, 2008
Posts: 352
Last: Jul 10, 2011
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Thursday, Dec. 17, 2009 08:57 am
Okay.. first off... i know this is an old thread ;)

self.vehicletype probably wasnt defined....
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tomv8
General Member
Since: Oct 5, 2008
Posts: 469
Last: Jul 14, 2010
[view latest posts]
Level 5
Category: CoD4 MP Mapping
Posted: Thursday, Dec. 17, 2009 04:09 pm
#include maps\_utility;
#include animscripts\utility;
#include common_scripts\utility;
#include maps\_anim;

main()
{

precacheItem( "m1a1_turret" );

precacheItem( "hind_turret" );
level thread maps\_cobra::main( "vehicle_cobra_helicopter" );
level thread maps\_bmp::main( "vehicle_bmp" );
getEnt( "bradley_start", "targetname" ) thread manage_bradley();
maps\_load::main();

array_thread( getEntArray( "ally", "script_noteworthy" ), ::add_spawn_function, ::setTeam, "allies" );
array_thread( getEntArray( "enemy", "script_noteworthy" ), ::add_spawn_function, ::setTeam, "axis" );

}


setTeam( team )
{
/*--------------------
CONFIGURES ARABIANS AS FRIENDLIES AND AMERICANS AS BADDIES
----------------------*/
self.team = team;
if( team == "allies" )
{
self maps\_names::get_name_for_nationality( "arab" );
self.goal_radius = 1024;
}
else
{
// Couldn't figure out how to remove American names =0(
// Null .name and .script_friendName cause switch statement errors in names utility
// Not too important to spend time figuring out
self.goal_radius = 1024;
}
} // setTeam()


manage_bradley()
{
self waittill ( "trigger" );
wait ( 1.2 );
bradley = getEnt( "bradley", "targetname" );
bradley thread bradley_ai_mode_aim_turret();
bradley thread bradley_ai_mode_shoot_turret();
level.seat = spawn("script_model",level.bradley);
level.seat setmodel("tag_origin");
level.seat linkto( level.bradley,"tag_pilot",(0,0,-25),(0,0,15));
level.player PlayerLinkToDelta( level.seat, "tag_origin", 0,360,360,360,360,0,"false" );
wait( 40 );
if( isAlive( bradley ) )
RadiusDamage( bradley.origin, 50, 1000, 100 );
} // manage_bradley()

bradley_ai_mode_aim_turret()
{
/*--------------------
BRADLEY AIMS AT ENEMIES
----------------------*/
level.cosine[ "45" ] = cos( 45 );
self endon( "death" );
for(;;)
{
eTarget = get_closest_ai( level.player getOrigin(), "axis" );



if( isdefined( eTarget ) )
{
eTargetOffset = ( 8, 13, 10 );
self setTurretTargetEnt( eTarget, eTargetOffset );
}
wait randomfloatrange( 1.5, 2.9 );
}
} // bradley_ai_mode_aim_turret()

bradley_ai_mode_shoot_turret()
{
/*--------------------
BRADLEY FIRES AT ENEMIES
----------------------*/
self endon( "death" );
self setVehWeapon( "hind_turret" );
for(;;)
{
randomShots = randomintrange( 1, 2 );
for( i = 0 ; i < randomShots ; i++ )
{
self fireWeapon( "tag_flash" );
wait 0.05;
}
wait randomfloatrange( 0.1, 0.4 );
}
} // bradley_ai_mode_shoot_turret()


thats my gsc for a heli that fires at enemy

heres my zone source

ignore,code_post_gfx
ignore,common
col_map_sp,maps/aiprone.d3dbsp
rawfile,maps/aiprone.gsc
rawfile,maps/aiprone_amb.gsc
localize,aiprone
sound,common,aiprone,!all_sp
sound,generic,aiprone,!all_sp
sound,voiceovers,aiprone,!all_sp
sound,requests,aiprone,!all_sp
sound,hqoutside,hqoutside,!all_sp
weapon,sp/mp5
xmodel,viewmodel_base_viewhands
weapon,sp/at4
weapon,sp/ak47
weapon,sp/remington700
weapon,sp/rpd
weapon,sp/skorpion
weapon,sp/mp44
weapon,sp/uzi
weapon,sp/m60e4
weapon,sp/g36c
weapon,sp/deserteagle
xanim,abrams_movement_backwards
xanim,abrams_movement
xmodel,vehicle_t72_tank
weapon,sp/bradley_turret
weapon,sp/t72_turret
weapon,sp/t72_turret2
weapon,sp/bradley_turret
weapon,sp/bmp_turret
weapon,sp/hind_turret
xmodel,vehicle_t72_tank_d_body
rawfile,shock/tankblast.shock
xmodel,vehicle_t72_tank_pkt_coaxial_mg
xmodel,vehicle_bradley
xanim,humvee_passenger_in_r
xanim,humvee_passenger_in_l
xanim,humvee_driver_climb_in
xanim,bmp_idle_4
xanim,bmp_idle_3
xanim,bmp_idle_2
xanim,bmp_idle_1
xanim,bmp_exit_4
xanim,bmp_exit_3
xanim,bmp_exit_2
xanim,bmp_exit_1
xanim,bmp_movement_backwards
xanim,bmp_movement
xanim,bmp_doors_open
xmodel,vehicle_bmp
xmodel,vehicle_bmp_dsty
xmodel,vehicle_bmp_machine_gun
weapon,sp/bmp_turret2
xmodel,vehicle_m1a1_abrams_dmg
xanim,helicopter_pilot2_twitch_radio
xanim,helicopter_pilot2_twitch_lookoutside
xanim,helicopter_pilot2_twitch_clickpannel
xanim,helicopter_pilot2_idle
xanim,helicopter_pilot1_twitch_lookoutside
xanim,helicopter_pilot1_twitch_lookback
xanim,helicopter_pilot1_twitch_clickpannel
xanim,helicopter_pilot1_idle
xanim,bh_rotors
xmodel,vehicle_cobra_helicopter
weapon,sp/m1a1_turret
weapon,sp/m1a1_coaxial_mg
xmodel,vehicle_m1a1_abrams
weapon,sp/cobra_20mm
xmodel,vehicle_m1a1_abrams_PKT_Coaxial_MG
weapon,sp/cobra_hellfire
xmodel,vehicle_cobra_helicopter_fly
weapon,sp/ac130_25mm
weapon,sp/minigun_player_turret
weapon,sp/bog_mortar_turret
weapon,sp/cobra_seeker
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