Search found 20 matches

by the r@t
Wed Aug 31, 2005 3:02 pm
Forum: Skinning / Modelling
Topic: imort models in to a .map
Replies: 1
Views: 397

imort models in to a .map

Hi

I've been working on a map and a freind of me made some new moddels with LR 3d. We want to load those models into my map but we just cant figure out how :(

Can you guys give me a link to a tut, or just give me the fast instructions

THX
by the r@t
Sat Aug 27, 2005 5:30 pm
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

Ok, I tested this in the map v2 and I'm afraid you are rong rookie_one.

When there are only 15 sec left but the allies plant a bomb you'll get a message saying 'a bomb is still planted' and the game will continu! Even when all the allied soldiers are dead. All the bombs must have been defused for ...
by the r@t
Sat Aug 27, 2005 8:30 am
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

Ok, the script seems to be working damn well. Accept for one part:

When you play v2 and the bomb is planted right before the 5min have expended, the round will last untill the bomb is diffused or has exploded. In this script the round will just end after the 4 min, even when a bomb is already set ...
by the r@t
Fri Aug 26, 2005 10:51 am
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

YEAH

finally man!!

I opened up the script in ms word (cause there you can see all of the broken lines) and made sure everithing was ok.

And now it finally works!!!
by the r@t
Fri Aug 26, 2005 9:40 am
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

I've changed it into:

$flak88_bomb_1 thread global/obj_dm.scr::bomb_thinker

$flak88_bomb_2 thread global/obj_dm.scr::bomb_thinker

But do you think I need to remove the killzone I've drawn in the radiant and place this with a script?? Cause that's how the stockmaps have it??
by the r@t
Thu Aug 25, 2005 5:14 pm
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

This appeared in my console as I tried to play the obj_version:

----------------------Z-----------------------
self = flak88_bomb_1
self.target (flak 88 or other) = flak88_1
self.target.destroyed_model = models/statweapons/flak88_d.tik
self.target.target (collision entity) =
self.trigger_name ...
by the r@t
Wed Aug 24, 2005 4:23 pm
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

Ok, now the script is loaded! thx everbody.

But there is still a big fault in it.

The meaning is that when 1 connon is blown the allies win. But when I tested the game, nothing heapened after the explosion. Even when I'd blown up the second bomb, nothing heapened!

Please help!!!
by the r@t
Tue Aug 23, 2005 6:13 pm
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

And voila, here it is

Unknown command "logifle"
"logfile" is:"2" default:"0"
LOCALIZATION ERROR: 'dm/mohdm1' does not have a localization entry
LOCALIZATION ERROR: 'Select a Map' does not have a localization entry
LOCALIZATION ERROR: 'harbor' does not have a localization entry
LOCALIZATION ERROR ...
by the r@t
Tue Aug 23, 2005 10:53 am
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

Ok, so I've looked in to my console again.

and it's telling me to add a lot of lines to the _precache.src file

But I havent got a clue what this file is. Rookie_one made it and added a few lines to it:
cache models/vehicles/stuka_fly.tik
cache models/fx/fx_flak88_explosion.tik
cache models/items ...
by the r@t
Tue Aug 16, 2005 2:45 pm
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

this is the version you send me :?

Maybe I need to change something in my map?? A target name or something.

and please come online again rookie_one, so we can get this obj_harbor finished up!
by the r@t
Tue Aug 16, 2005 10:09 am
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

Ok, so I opened up my console and here is what is says.
I haven't builded this cripted, rookie_one did. But he seems to have disapeared from the earth :?

Please help me :cry:

^~^~^~ Script file compile error: Couldn't compile 'maps/obj/harbor.scr'
^~^~^~ Game (Event: 'setthread', Object ...
by the r@t
Fri Aug 12, 2005 4:25 pm
Forum: Scripting
Topic: harbor script
Replies: 23
Views: 662

harbor script

can somebody tell me why this script doesn't work??
// harbor
// ARCHITECTURE: Lukas vaes aka the r@t, fixes & additions by Rookie One
// SCRIPTING: Rookie One

main:
setcvar "g_obj_alliedtext1" "Destroy one of"
setcvar "g_obj_alliedtext2" "the Flak 88"
setcvar "g_obj_alliedtext3" "cannons ...
by the r@t
Sun Jul 03, 2005 2:28 pm
Forum: Mapping
Topic: .map error
Replies: 7
Views: 226

Thx, I gave every brush with the same texture as the buggy brush another one. The I looked for it in the .map file with wordpad, but It couldnt find any brush with that texture anymore...

And quess what, the bug's gone 8-) :D

Just wanna say: I love this forum!! Great and smart people, fast ...
by the r@t
Sun Jul 03, 2005 11:02 am
Forum: Mapping
Topic: .map error
Replies: 7
Views: 226

It heapenens every time. I can't remove it cause I cant see it! I've deleted the entire roof and I'm compiling atm. Maybe this will also delete the bug. I'll just have to draw another roof then.
and get rogues plugins
: WTF :D
by the r@t
Sun Jul 03, 2005 9:20 am
Forum: Mapping
Topic: .map error
Replies: 7
Views: 226

.map error

Hi

while finishing my map (harbor) I stumbeled on another problem!

For some reason every time I compile a roof is drawn dubble and not on the same place (hope you understand). I've checked my .map. I've reloaded the map in a new project. I checked my filters. None of these things fixed it.

Is ...