Search found 19 matches

by Guderian
Tue May 01, 2007 7:16 am
Forum: Scripting
Topic: Killtread isn't working
Replies: 14
Views: 1138

Thank's all, now it work as i want !
by Guderian
Mon Apr 30, 2007 10:13 am
Forum: Scripting
Topic: Killtread isn't working
Replies: 14
Views: 1138

1) If you open SDK/docs/MOH_GameClasses, you can read this function killthread ( String thread ) ( Set the thread to execute when this model is killed ).
2) And here is script:

level waittill prespawn

$player item weapons/m1_garand.tik
$player ammo rifle 50
$player useweaponclass rifle ...
by Guderian
Sun Apr 29, 2007 8:43 pm
Forum: Scripting
Topic: Killtread isn't working
Replies: 14
Views: 1138

Killtread isn't working

Huy !
Let me anybody say: why killthreaddidn't work in singleplayer map (i.e. when soldier is dead thread didn't work). Functionisalivei don't want to use.

P.S.:where i can read tutorial about hitting and exploding static vehicles (for example, airfield m1l3b AA)
by Guderian
Thu Jul 13, 2006 6:31 pm
Forum: Scripting
Topic: Used (pressed) keys
Replies: 1
Views: 306

Used (pressed) keys

Huy all!

I don't understand how works getboundkey1 :(
It means I want that during the game player use some keys ("q", "w" or some else ) and then something happyning or doing.
For example, player use the key "t" and will playing the music, used again the music will stopped. And i don't want to ...
by Guderian
Sun Jul 09, 2006 5:46 pm
Forum: Mapping
Topic: again, ALARM problem!
Replies: 13
Views: 579

Great thanks bdbodger :!: :!: :!:
I put alarmer_MP.scr in the global directory, used it in the script and
:D IT WORKS :D
Thanks all :!: :!: :!:
by Guderian
Sun Jul 09, 2006 1:06 am
Forum: Mapping
Topic: again, ALARM problem!
Replies: 13
Views: 579

Sorry, i forgot that i am using maps without prefix test
i.e. I made my own *.tik files and loaded them by mymapname_precache.scr
[Loading mymap with prefix 'test' didn't work too]
Here the list of 'qconsole.log':
------ Server Initialization ------
Server: d2
Called FadeSound with: 0.000000 ...
by Guderian
Sat Jul 08, 2006 6:19 pm
Forum: Mapping
Topic: again, ALARM problem!
Replies: 13
Views: 579

Down is the script file of my alarm system:
main:
level waittill prespawn
exec global/alarmer.scr
level waittill spawn

$player item weapons/thompsonsmg.tik
$player ammo smg 1000
$player useweaponclass smg
end

alarm_player_reset:
thread global/alarmer.scr::alarm_player_reset
end
by Guderian
Sat Jul 08, 2006 4:13 pm
Forum: Mapping
Topic: again, ALARM problem!
Replies: 13
Views: 579

Listen your answers and:
1) I made a Singleplayer map;
2) doing everything in article
/t.php?id=50;
3) when game is frozen & unloaded/ it writ's:ERROR: Command overflow. Possible infinite loop in thread.
Some reasons to decide this?
by Guderian
Sun Jul 02, 2006 6:08 pm
Forum: Mapping
Topic: Only SH levels..
Replies: 26
Views: 1074

Liberator wrote:Just right after loading InstallShield...
If you have "Spearhead" files not in :!: *.pak :!: format (it means if you files are not in archive) , the SDK didn't install.
by Guderian
Sun Jul 02, 2006 5:51 pm
Forum: Mapping
Topic: again, ALARM problem!
Replies: 13
Views: 579

again, ALARM problem!

Huy all!
Make alarm mission (read Mohaa/main/global/alarmer.scr). Question:
can somebody say, why when i turn on alarm my game is frozen or someelse my mission didn't loaded (write's
:arrow: ERROR: Level::AllocEdict: no free edicts :arrow: ).
What's a problem?
by Guderian
Sun Jan 15, 2006 5:53 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40020

The opel.shader has next (base )parameters:
opel
{
qer_editorimage textures/models/vehicles/OpelTruck/opel.tga
{
map textures/models/vehicles/OpelTruck/opel.tga
rgbGen lightingSpherical
}
// {
// map textures/models/vehicles/OpelTruck/opel.tga
// rgbGen identity
// blendfunc blend ...
by Guderian
Fri Jan 13, 2006 7:22 pm
Forum: Mapping
Topic: Compiling Errors - List 'em and their solutions
Replies: 188
Views: 40020

Huy all!
I made my own trailer with own wheels (now only static), textured it with opel's wheels and
when compile my map, receive error (see below):

'textures/static_opeltread' : Shader has no surface type specified!
WARNING: Couldn't find image for shader textures/static_opeltread
'textures ...
by Guderian
Wed Oct 12, 2005 5:46 pm
Forum: Mapping
Topic: Sliding_door_up_&_down
Replies: 7
Views: 359

Great thanks hogleg :!:
That file (on link) has all what I want. :D :D
by Guderian
Tue Oct 11, 2005 11:56 pm
Forum: Mapping
Topic: Sliding_door_up_&_down
Replies: 7
Views: 359

RE:Sliding_door_up_&_down_2

1) Okey, I did the func_door with lip -1 & -2, but the door against slides only in XY plane :cry: and nothing in Z PLANE ( :?: :?: ).
2)RE: back then, houses didn't have doors that slide up and down... do they even today?
In my map the bunkers doors'll be sliding
3) func_rotatingdoor rotate door ...
by Guderian
Sun Oct 09, 2005 1:24 pm
Forum: Mapping
Topic: Sliding_door_up_&_down
Replies: 7
Views: 359

Sliding_door_up_&_down

Huy! I want to change the rotating axis in door ( i want that the door slides up & down). Who know this or can say where I can find the description of "func_door" in files of game ?