q Console error question

Post your scripting questions / solutions here

Moderator: Moderators

Post Reply
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

q Console error question

Post by Gen Cobra »

Can anyone tell me what the hell this is.

Code: Select all

-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 1.365000 seconds.
-------------UBERDIALOG DONE---------------

stitched 0 LoD cracks
...loaded 12718 faces, 16 meshes, 0 trisurfs, 0 flares
Cmd_AddCommand: ter_restart already defined
R_LevelMarksLoad: maps/dm/ct_world_trade_center.dcl not found
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_hard.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Model 'models/ammo/garand_clip_reload.tik' has no skelmodel
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_hard.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_hard.tik'
------- Sound End Registration -------
Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

Precache

Post by tltrude »

Maybe a costom map is missing a precache script (mymap_precache.scr). The precache script loads all the models before the game starts -- so there is no lag when they are first viewed by a player.

The other problems seem to be from a weapons mod, or a map with new bullet hit models.
Tom Trude,

Image
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Re: Precache

Post by Gen Cobra »

tltrude wrote:Maybe a costom map is missing a precache script (mymap_precache.scr). The precache script loads all the models before the game starts -- so there is no lag when they are first viewed by a player.

The other problems seem to be from a weapons mod, or a map with new bullet hit models.
Mm I precache'd the maps really well. Atleast to the point where it doesn't spam the console. This just happens to be the only thing that still comesup sometimes. I'm really worried about the part about the Command manager. My mod is finished. Thank you for the help man I really apreciate it.
Image
User avatar
bdbodger
Moderator
Posts: 2596
Joined: Tue Feb 25, 2003 7:34 am
Location: canada
Contact:

Post by bdbodger »

There does not seem to be any big mystery in that error it tells you what you need to do to fix it . Every tik has an init section . In the tiks that are mentioned models/fx/bh_metal_hard.tik,models/fx/bh_metal_lite.tik there is a command flickeralpha that does not exist in mohaa . who put it in the tiks I don't know obviously they are modded tiks . So find the tiks and remove the commands or remove the custom pk3 they are in .
Image
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Post by Gen Cobra »

Thank you. You were both right. Just have never messed with those files directly. Elgan and jv helped me a lot on the scripting. I didn't want to modify what jv did any more than I lready have. Commenting the line out worked fine.
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

It's not something I did :wink: , the bullethit fx's (I take it these are from MW) were made by .... uhm.. :oops: .. unknown person :? .. maybe it's in the credits :idea:
Image
Post Reply