I would like to know why are maps made with dogs in them. Even with the dog fix that is out there, when you kill the dog it boots you off the map. There has been some good maps out there with dogs in them, and its always the same problem when you kill the dog, i have chatted with others about this and it seems to be pretty much a universal problem. My question is why put dogs in these great looking maps when its gonna cause a problem. Is it because no one knows of this problem?
Captain Voltaire
Clan USA
Maps with dogs
Moderator: Moderators
Maps with dogs
Now how do you do that?
There is a dog fix that I used in my xdmdogs.pk3 that worked I am not sure why it worked but it did . I had the same problem you are talking about before I started useing this .Copy this into notepad and name it dog_killed.scr and put it in the anim directory . I was told the dogs crash the game because they don't kow how to die or else the dog_killed.scr in the game had errors . I have tested this and it works so have other people that have downloaded my "xdmdogs.pk3" for spawning dogs into stock maps . There is one line that makes no sence but I left it in because I copied the script and what works works .
local.randnum = randomint 100
local.randnum = randomint 100
Code: Select all
// dog_killed.scr
// Sprearhead Hotfix for the german dog (FIFI) Also usable for other scripted/static dogs.
// Vonderbakluft 2002 Q's @ Nemesis form or vonderbakluft@hotmail.com
// Location values:
// -2 false positive: should return a miss
// -1 General
// 0 head
// 1 helmet
// 2 neck
// 3 upper torso
// 4 middle torso
// 5 lower torso
// 6 pelvis
// 7 right upper arm
// 8 left upper arm
// 9 right upper leg
// 10 left upper leg
// 11 right lower arm
// 12 left lower arm
// 13 right lower leg
// 14 left lower leg
// 15 right hand
// 16 left hand
// 17 right foot
// 18 left foot
local.yaw = self GetLocalYawFromVector self.fact.direction
self.blendtime = 0.3
local.randnum = randomint 100
switch(self.fact.location)
{
// headshot
case 0: // head
case 1: // helmet (head)
case 2: // neck
// println "headshot"
self setmotionanim dog_death
break
// Stand Straight
case 3: // upper torso
case 4: // middle torso
case 5: // lower torso
case 6: // pelvis
// println "body"
self setmotionanim dog_death2
break
// Stand Knees
case 9: // right upper leg
case 13: // right lower leg
case 17: // right foot
case 10: // left upper leg
case 14: // left lower leg
case 18: // left foot
// println "legs"
self setmotionanim dog_death
break
// Stand Left
case 8: // left upper arm
case 12: // left lower arm
case 16: // left hand
// println "what's this?"
self setmotionanim dog_death2
break
// Stand Right
case 7: // right upper arm
case 11: // right lower arm
case 15: // right hand
// println "and what's this?"
self setmotionanim dog_death
break
default:
// println "dog pain in unknown location " self.fact.location "."
self setmotionanim dog_death
break
}
self waittill flaggedanimdone
end
-
vonderbakluft
- Corporal
- Posts: 46
- Joined: Fri Aug 01, 2003 11:15 am
- Location: NL
- Contact:
It crashes without this file in SH, not in AA. There is no dog_killed.scr scripted_anim in the MOHAA package. For some reason MOHAA calls another anim to let de dog die.
SH doesn't and relies on the anim scripts in the main/anim dir. Since there is no dog_killed.scr there by default the game cannot load the right anim and will crash.
That's the reason for this file and why it should be located in main/anim (not mainta).
The radnum line is useless, i used it for some random anim tests when making this file and forgot to remove it
But it's completely harmless.
Von
SH doesn't and relies on the anim scripts in the main/anim dir. Since there is no dog_killed.scr there by default the game cannot load the right anim and will crash.
That's the reason for this file and why it should be located in main/anim (not mainta).
The radnum line is useless, i used it for some random anim tests when making this file and forgot to remove it
Von
Real mappers map in wordpad 
- silversound
- Second Lieutenant
- Posts: 167
- Joined: Wed Jun 18, 2003 6:33 am
- Location: West Seattle, WA, USA, Earth, Milky Way
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vonderbakluft
- Corporal
- Posts: 46
- Joined: Fri Aug 01, 2003 11:15 am
- Location: NL
- Contact:
