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pwncorn
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Posts: 5
Joined: Sat Jun 04, 2011 11:18 am

Post by pwncorn »

thanksssss
pwncorn
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Posts: 5
Joined: Sat Jun 04, 2011 11:18 am

teleport spawn protuction help

Post by pwncorn »

i want only about 10 sec spawn protuction but it never work with me here is script


teletrig:
local.smoke1 = spawn script_model model "fx_corona_red.tik"
local.smoke1 origin ( -2781.26 -1077.35 83.11 )
local.smoke1 light 10 0 0 // r g b radius
local.smoke1 scale 1
local.smoke1 notsolid
local.trig = spawn trigger_multiple
local.trig.origin = ( -2781.26 -1077.35 83.11 )
local.trig setsize ( -50 -50 -50 ) ( 50 50 50 )
local.trig.targetname = "port"
$port setthread teleport
end
teleport:
local.player = parm.other
local.player tele ( -1276.74 -812.20 83.48 )
local.player nodamage
wait 10
local.player takedamage
end


ty
popcorn
Private
Posts: 5
Joined: Sun Jun 05, 2011 5:43 am

Post by popcorn »

neillomax wrote:fx_corona_red.tik

in place of

"static/corona_reg.tik"


??????????


hey neillomax , acctully when i replace
static/corona_reg.tik"

by

fx_corona_red.tik

the teleport dissappear
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Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

Post by Cpt. Duke »

Hey buddy!


Although I have never prepared a working jetpack, I'm sure the following forum post will point you toward the right direction:

/forum/viewtopi ... ht=jetpack


Cheers! ;)
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

try this. not mine but looks right. you'll have to change all the numbers to suit your needs. you should be able to find teleport scripts on the web somewhere.

local.button = spawn script_model targetname elec_switch
local.button model "animate/electrical_switch_pulse.tik"
local.button.origin = ( -947.2 -2244 290.89 )
local.button.angles = ( 0 180 0 )
local.button.scale = 2.60
local.button solid

local.trig = spawn trigger_use // turns on and off the trigger_teleport

local.trig.origin = ( -893.25 -2472.07 300 ) //44 -3054 300
local.trig setsize ( -25 -25 -0 ) ( 25 25 85 )
local.trig setthread wherenext
local.trig message "You have been teleported"

local.teleporter = spawn trigger_teleport targetname teleporter
local.teleporter origin ( -893.25 -2472.07 300 )
local.teleporter setsize ( -25 -25 -0 ) ( 25 25 85 )
local.teleporter nottriggerable // off to start

local.spot1 = spawn func_teleportdest targetname teledestinaton
local.spot1 origin ( ?? ?? ?? )
local.spot1 angles ( ?? ?? ?? )

local.spot2 = spawn func_teleportdest targetname teledestinaton
local.spot2 origin ( ?? ?? ?? )
local.spot2 angles ( ?? ?? ?? )

local.spot3 = spawn func_teleportdest targetname teledestinaton
local.spot3 origin ( ?? ?? ?? )
local.spot3 angles ( ?? ?? ?? )

local.spot4 = spawn func_teleportdest targetname teledestinaton
local.spot4 origin ( ?? ?? ?? )
local.spot4 angles ( ?? ?? ?? )
end

wherenext:
$elec_switch anim turn
waitframe
$elec_switch anim on
local.dest = $teledestinaton[(randomint($teledestinaton.size)+1)]
$teleporter.target = local.dest
$teleporter triggerable
waitframe
$teleporter nottriggerable
$elec_switch anim off

end
pwncorn
Private
Posts: 5
Joined: Sat Jun 04, 2011 11:18 am

i want the teleport dissappear for some mints after telert

Post by pwncorn »

i want the teleport dissappear for maybe 5 sec after make each teleporting

script :

trigger_maker local.location local.dest:

local.marker = spawn script_model
local.marker model "fx/corona_red.tik"
local.marker.origin = ( 1017.81 9.26 164.13 )

local.trig = spawn trigger_multiple
local.trig.origin = ( 1017.81 9.26 164.13 )
local.trig setsize ( -20 -20 -20 ) ( 20 20 20 )

thread teleport local.trig local.dest

end

teleport local.trig local.dest:

local.trig waittill trigger
local.player = parm.other
local.player tele ( 3868.93 -840.74 16.12 )
$teleporter nottriggerable
wait 5
$teleporter triggerable
thread teleport local.trig local.dest
end

is this script right ?
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Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

Post by Cpt. Duke »

For a single teleporter, I would go with the following script:

Code: Select all

trigger_maker: 

level.marker1 = spawn script_model 
level.marker1 model "fx/corona_red.tik" 
level.marker1.origin = ( 1017.81 9.26 164.13 ) 

level.trig1 = spawn trigger_multiple 
level.trig1.origin = ( 1017.81 9.26 164.13 ) 
level.trig1 setsize ( -20 -20 -20 ) ( 20 20 20 ) 

thread teleport

end 

teleport: 

level.trig1 waittill trigger 
level.trig1 nottriggerable

level.marker1 hide //Hides the Red Corona

local.player = parm.other 
local.player tele ( 3868.93 -840.74 16.12 ) 

wait 5 

level.trig1 triggerable 

level.marker1 show

thread teleport

end
Note that I replaced local.marker & local.trig with level.marker1 & level.trig1

Hopefully this will work...:)
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17thairborne
Corporal
Posts: 40
Joined: Sat Feb 05, 2011 12:18 pm

Scripting Errors???

Post by 17thairborne »

Hi, back again! :oops:
I think that I am having problems with scripting. (I think it is not even loading the Script) I wrote the following script:

Code: Select all

main:
setcvar "g_obj_alliedtext1" "Survive and Win!!!!"
setcvar "g_obj_axistext1" "Survive and Win!!!!"
level waittill prespawn
exec global/DMprecache.scr
level waittill spawn
thread TrappingPit1
level waittill roundstart
thread MineCarTest
end

MineCarTest:
local.player = parm.other
if (local.player.isTouching($MineCarSeat))
goto lorerun
$MineCarEject nottriggerable
$MineCarHurt nottriggerable



end

lorerun:
	$MineCar playsound lorestart
	local.player = parm.other
	$MineCarHurt triggerable
	$MineCarSeat bind $MineCar
	
        
	local.player glue $MineCarSeat
	local.player.sitdown = 1
        $MineCar loopsound lorerun
	local.player thread lore_sitdown
	local.player thread lore_dead
	
	$MineCar followpath $MineCarStart
	$MineCar waitmove
        local.player.sitdown = 0
	local.player unglue
        $MineCarEject triggerable
        $MineCar followpath $MineCarReset
        $MineCar waitmove
	$MineCar stoploopsound
	$MinecarHurt Nottriggerable
	end


lore_sitdown:
while(self.sitdown == 1)
	{
	self forcelegsstate CROUCH_IDLE
	wait .1
	}
end

lore_dead:
while (isalive self)
	{
	wait .1
	}
	self.sitdown = 0
	self unglue
end


TrappingPit1:
local.player = parm.other
if (local.player.isTouching($Trap1Floor))
goto trap
end

trap:

$TrappingDoor1 moveto $TrappingDoor1Floor
$TrappingDoor1 time 3
$TrappingDoor1 move
 
goto crush
waitthread
wait 2
$TrappingDoor1 moveto $TrappingDoor1Roof
$TrappingDoor1 time 3 
$TrappingDoor1 move
end

crush:
$Crusher1 moveto $Crushed1
$Crusher1 time 10
$Crusher1 move
waitmove 
wait 3
$Crusher1 moveto $CrusherUp1
$Crusher1 time 5
$Crusher1 move
waitmove
end
Any Errors?
I had a mine car that used the command followpath targeted to the waypoint , targeted to the next, which was targeted to the next, till the end, where the player is unglued and launched with a func_push targeting a splinepath. I couldn't even get the mine car to move, or any of the other scripting to work. The Func_Hurt is to crush anyone the mine car hits :P .
I took a look at wacko's script for snowhill, and I changed it a little. I appreciate any help!

thanks,
17thairborne
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Look all the way up in the console. It will tell you where it went wrong :)
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17thairborne
Corporal
Posts: 40
Joined: Sat Feb 05, 2011 12:18 pm

Post by 17thairborne »

Here's the error:

R_LevelMarksLoad maps/dm/BunkeHill.dcl not found

Also, There were a lot of other lines saying things like (not exact):


~~~~~Add the following line to the *_precache.scr:
Cache AnymodelDir/ AnyModel.tiki

The red indicates the models dir and name. Thanks for all the help!:wink:

thanks,
17thairborne
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Any other errors? The ones you mentioned aren't too serious and won't stop the script from working.
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Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

Log Files

Post by Cpt. Duke »

Hello 17th Airborne!

We can better find any errors for you if you display a log file for us. The console sometimes can't display everything it wants to, so this is where a log file is needed.

Start up the game. While at the main menu, bring down the console, type in logfile 2, and then load your map. When the map is done loading, quit the game, open up the qconsole.log file, and post it here on the forum. the qconsole.log is usually found in the mohaa/main folder, but if you are using Spearhead or Breakthrough, the log file will be located in the mainta or maintt folder.

With the log file, we will be able to locate any sort of error you may be experiencing.

:)
User avatar
17thairborne
Corporal
Posts: 40
Joined: Sat Feb 05, 2011 12:18 pm

Post by 17thairborne »

Here it is (thanks Cpt Duke ;) ):

sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/bunkerhill
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Setting up Shaders
UI_DrawConnect called
^~^~^ Can't find textures/mohmenu/dmloading/bunkerhill.tga
WARNING: R_FindImageFile could not find 'textures/mohmenu/dmloading/bunkerhill.tga' in shader 'bunkerhill'
LoadLibrary (maintt/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 3036
Magic sizeof actor number: 2972

------------------
Event system initialized: 184 classes 1538 events 1131968 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/dm/bunkerhill.bsp, 0 )
-------------------- Spawning Entities -----------------------
soundtrack switched to .
Label main: imbedded inside editor script for worldspawn.
^~^~^ Event 'if' does not exist.
^~^~^ Failed execution of event for class 'World'
Label trap: imbedded inside editor script for worldspawn.
Label crush: imbedded inside editor script for worldspawn.
^~^~^ Event 'Crusher1' does not exist.
^~^~^ Failed execution of event for class 'World'
^~^~^ Event 'Crusher1' does not exist.
^~^~^ Failed execution of event for class 'World'
-------------------- Actual Spawning Entities -----------------------
Label main: imbedded inside editor script for script_object.
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'if' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
Label lorerun: imbedded inside editor script for script_object.
^~^~^ Event '$MineCar' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$MineCarSeat' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player.sitdown' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$MineCar' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$lore' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$lore' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$lore' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player.sitdown' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
Label lore_sitdown: imbedded inside editor script for script_object.
^~^~^ Event 'while(self.sitdown' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '{' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'self' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '}' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
Label lore_dead: imbedded inside editor script for script_object.
^~^~^ Event 'while' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '{' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '}' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'self.sitdown' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'self' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/body_usvest05.tik
spawn 'animate_deadbodies_dday-pose-5': 0.22 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/body_us05.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/miscobj/book_closed_thick_lavender.tik
spawn 'interactobject_decor_book-closed-thick-lavender': 0.87 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/static/trench_shovel.tik
*!*!*!* Objects are not allowed for use in the game. Make it a static model or a script model as needed.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/p_granatwerfer_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/nebelwerfer.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_gun.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/mg42_bipod_nonstatic.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_pistol_ammobox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_grenade_ammobox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_mg_ammobox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/panzerschreck.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/mp40.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/steilhandgranate.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_smg_ammobox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_100_healthbox.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/item_rifle_ammobox.tik
^~^~^ Event 'taargetname' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
Label main: imbedded inside editor script for script_object.
^~^~^ Event 'local.player' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event 'if' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
Label trap: imbedded inside editor script for script_object.
^~^~^ Event '$TrappingDoor1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$TrappingDoor1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$TrappingDoor1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$TrappingDoor1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$TrappingDoor1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$TrappingDoor1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
Label crush: imbedded inside editor script for script_object.
^~^~^ Event '$Crusher1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$Crusher1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$Crusher1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$Crusher1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$Crusher1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
^~^~^ Event '$Crusher1' does not exist.
^~^~^ Failed execution of event for class 'ScriptSlave'
-------------------- Actual Spawning Entities Done ------------------ 1734 ms
TIKI_InitTiki: could not find surface 'material1' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'material2' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'material3' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'material1' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'material2' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'material3' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/p_granatwerfer_cannon.tik
^~^~^ Game (Event: 'waitmove', Object: 'ScriptSlave') : current thread is NULL
^~^~^ Game (Event: 'waitmove', Object: 'ScriptSlave') : current thread is NULL
^~^~^ Game (Event: 'waitthread', Object: 'ScriptSlave') : current thread is NULL
^~^~^ Game (Event: 'targetname', Object: 'World') : world was re-targeted with targetname 'Crusher1'
^~^~^ Game (Event: 'waitthread', Object: 'World') : current thread is NULL
0 teams with 0 entities
ScriptMaster::GetScript: Can't find 'maps/dm/bunkerhill.scr'
136 entities spawned
175 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 2286 ms
*!*!*!* 'models/static/trench_shovel.tik' was spawned as an Object entity at (-95 1628 275). Should be made into a static model or script model (#1).
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/vehiclesoundentity.tik


-----------PARSING 'ubersound/oinkville.scr' (SERVER)------------
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.
CG_Command_ProcessFile: ubersound/oinkville.scr
Parse/Load time: 0.003000 seconds.
-------------PARSING 'ubersound/oinkville.scr' DONE (SERVER)---------------



-----------PARSING 'ubersound/stf_sound.scr' (SERVER)------------
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.
CG_Command_ProcessFile: ubersound/stf_sound.scr
Parse/Load time: 0.025000 seconds.
-------------PARSING 'ubersound/stf_sound.scr' DONE (SERVER)---------------



-----------PARSING 'ubersound/uberdialog.scr' (SERVER)------------
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.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 1.014000 seconds.
-------------PARSING 'ubersound/uberdialog.scr' DONE (SERVER)---------------



-----------PARSING 'ubersound/ubersound.scr' (SERVER)------------
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.
CG_Command_ProcessFile: ubersound/ubersound.scr
Parse/Load time: 0.125000 seconds.
-------------PARSING 'ubersound/ubersound.scr' DONE (SERVER)---------------

------ Server Initialization Complete ------ 9.62 seconds
writing to: E:\Program Files\EA GAMES\MOHAA\maintt\configs\unnamedsoldier.cfg
SV packet loopback : connect
SVC_DirectConnect ()
>>>\clientType\Breakthrough\challenge\0\qport\10263\protocol\17\name\Doc\dm_playermodel\allied_101st_captain\dm_playergermanmodel\german_panzer_grenadier\rate\5000\snaps\20<<<
version 17 connecting to 17
Going from CS_FREE to CS_CONNECTED for Doc
CL packet loopback: connectResponse
Doc : dropped gamestate, resending
SV_SendClientGameState() for Doc
Going from CS_CONNECTED to CS_PRIMED for Doc
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
LoadLibrary (maintt/cgamex86.dll)

------------------
Event system initialized: 7 classes 144 events 4032 total memory in response list

CM_LoadMap( maps/dm/bunkerhill.bsp, 1 )


-----------PARSING 'oinkville.scr'------------
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.
CG_Command_ProcessFile: ubersound/oinkville.scr
Parse/Load time: 0.260000 seconds.
-------------PARSING 'oinkville.scr' DONE---------------



-----------PARSING 'stf_sound.scr'------------
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.
CG_Command_ProcessFile: ubersound/stf_sound.scr
Parse/Load time: 0.236000 seconds.
-------------PARSING 'stf_sound.scr' DONE---------------



-----------PARSING 'uberdialog.scr'------------
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.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 1.381000 seconds.
-------------PARSING 'uberdialog.scr' DONE---------------



-----------PARSING 'ubersound.scr'------------
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.
CG_Command_ProcessFile: ubersound/ubersound.scr
sound/items/health_canteen_01.wav is a stereo wav file
Couldn't load sound: sound/items/health_canteen_01.wav
Parse/Load time: 8.486000 seconds.
-------------PARSING 'ubersound.scr' DONE---------------

^~^~^ Can't find textures/TAHolland/fueltank2.tga
WARNING: R_FindImageFile could not find 'textures/TAHolland/fueltank2.tga' in shader 'textures/TAHolland/fueltank2'
stitched 0 LoD cracks
...loaded 12148 faces, 0 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/bunkerhill.dcl not found
Tiki:LoadAnim Couldn't load models/ammo/shell/rifle_shell.skb
^~^~^ Model 'models/ammo/rifleshell.tik' has no skelmodel
RE_RegisterModel: Registration failed for 'models/ammo/rifleshell.tik'
Tiki:LoadAnim Couldn't load models/ammo/shell/pistol_shell.skb
^~^~^ Model 'models/ammo/pistolshell.tik' has no skelmodel
RE_RegisterModel: Registration failed for 'models/ammo/pistolshell.tik'
Loading Special Effects...
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Can't find textures/sprites/dirt_mortarHit.tga
WARNING: R_FindImageFile could not find 'textures/sprites/dirt_mortarHit.tga' in shader 'mortar_dirthit'
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_paper.tik'
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/grenexp_wood.tik.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_wood.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_metal.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_metal.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_mud.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_gravel.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_sand.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_foliage.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in 'models/fx/grenexp_carpet.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fx_fence_wood.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration: 0.62 seconds
CL_InitCGame: 49.12 seconds
Going from CS_PRIMED to CS_ACTIVE for Doc
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_101st_captain.tik
Doc has entered the battle
MUSIC: changing from [ none | none ] to [ normal | normal ]
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_101st_captain_fps.tik
LOCALIZATION ERROR: 'Press Fire(Mouse1) to join the battle!' does not have a localization entry
LOCALIZATION ERROR: 'Press Use(Enter) to enter player following spectate mode.' does not have a localization entry
LOCALIZATION ERROR: 'NPCS: Allies 0(0) Axis 0(0)' does not have a localization entry

Disconnected from server
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [ normal | normal ] to [ none | none ]
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Setting up Shaders
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
^~^~^ Can't find 0.tga
Couldn't find image for shader 0
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- S_MILES_StopAllSounds -------
------- S_MILES_StopMP3 -------
------- Q_AIL_shutdown -------
------- S_MILES_FreeDLL -------
------- S_MILES_FreeDLL Finished! -------
------- Sound Shutdown Complete -------
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...hiding window
...destroying window
...window successfully destroyed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
writing to: E:\Program Files\EA GAMES\MOHAA\maintt\global\missing_localization.txt

Sorry about it being so long :oops: Any Problems? Thanks for your time, Really!


17thairborne
User avatar
Cpt. Duke
Sergeant
Posts: 72
Joined: Sun Feb 13, 2011 4:29 pm
Location: United States of America

Post by Cpt. Duke »

According to the following line in the log file,

Code: Select all

ScriptMaster::GetScript: Can't find 'maps/dm/bunkerhill.scr'
the game is having trouble finding the .scr file. Are you sure you placed it in the maps/dm directory along with the .bsp? Is the name of the .scr file the same as the .bsp?

I've also found other errors in your log file.

Code: Select all

^~^~^ Event 'taargetname' does not exist.
I think this means that an entity in your map file has an invalid key/value pair.

Take a look at these lines:

Code: Select all

Label trap: imbedded inside editor script for script_object. 
^~^~^ Event '$TrappingDoor1' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '$TrappingDoor1' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '$TrappingDoor1' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '$TrappingDoor1' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '$TrappingDoor1' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '$TrappingDoor1' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave'
This doesn?t look quite right either:

Code: Select all

Label lore_dead: imbedded inside editor script for script_object. 
^~^~^ Event 'while' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '{' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event '}' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event 'self.sitdown' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Event 'self' does not exist. 
^~^~^ Failed execution of event for class 'ScriptSlave' 
^~^~^ Add the following line to the *_precache.scr map script

It appears that many entities in your .map file contain invalid "events" or key/value pairs. I could be wrong, but it's worth looking into.
According to the log file, there are many more of these errors.
User avatar
17thairborne
Corporal
Posts: 40
Joined: Sat Feb 05, 2011 12:18 pm

Post by 17thairborne »

Thanks Capt. Duke for reading the whole thing!

First of all, I found out that it is a .scr.txt I tried opening it up and saving it again, but it always saves as .scr.txt! Why is it doing this!

Second, I'll have to fix that targetname

Third, I was still figuring out how to do a script and I made a script object $trappingDoor1 and I put the script in at the entities box by clicking the "script" button on the lower right corner. I havn't deleted that yet, though.

Fourth, I am not sure about the "Event "{" does not exist" errors (maybe having to do with the radiant script editor), and on the "self" and "self.sitdown" Errors I think it was an error on parameters (once again part of the code in radiant).

Is there a better text editor out there for Windows XP? (I'm using notepad as a text editor.) Once again, thanks!

17thairborne
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