devconsole puts fatal errors into the other consoel for you so it;s easier to find them, and doesnt take time or space of a logfile
My map is a screwy
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Master-Of-Fungus-Foo-D
- Muffin Man
- Posts: 1544
- Joined: Tue Jan 27, 2004 12:33 am
- Location: cali, United States
man youve been gone a long time it seems... 
anyway, devcon eliminates all the server startup crap and pretty much only shows your .scr errors so you can correct them without having to surf thru the server startup crap of the regula' Console... its for debugging... so type devcon 1 and you can use the magic of cleanliness
anyway, devcon eliminates all the server startup crap and pretty much only shows your .scr errors so you can correct them without having to surf thru the server startup crap of the regula' Console... its for debugging... so type devcon 1 and you can use the magic of cleanliness
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
devcon activates a new console ( it will be empty when you start it ).
1) write devcon in your console.
2) load the map
3) look in the developer console for errors
The developer console may be hidden after the map has loaded, but pressing the regular console key will bring it up ( possibly hidden behind the regular cnsole ).
1) write devcon in your console.
2) load the map
3) look in the developer console for errors
The developer console may be hidden after the map has loaded, but pressing the regular console key will bring it up ( possibly hidden behind the regular cnsole ).
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Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
OK, screw the devcon command. Lets start over:
I looked over the scrip and removed some scripting errors, here is the result:
... renamed the friendly targetnames to contain no spaces, removed a human language sentence stuck in there somewhwere and reformatted the indentation of the code to make it a bit more readable.
Now if this does not work: you will have to start searching for the error in the console. But that is the next step. Try it first to see if it works better.
I looked over the scrip and removed some scripting errors, here is the result:
Code: Select all
main:
waitthread InitPlayer
waitthread InitFriends
waitthread InitObjectives
waitthread InitEnemies
waitthread InitArtillery
$mg42 waitthread InitMG42s
waitthread InitVehicles
// Hide our throbbing box for objective #2
// until player completes objective #1
$ThrobbingBox hide
level waittill prespawn
exec global/auto.scr
level.script = maps/music.scr
exec global/ambient.scr music
exec global/spotlight.scr
level waittill spawn
end
InitPlayer:
// setup our player with weapons
// This gives the player the default weapons
// that they will start the level with.
$player takeall
$player item weapons/colt45.tik
$player item weapons/FG42.tik
$player item weapons/thompsonsmg.tik
$player item weapons/m2frag_grenade.tik
$player item weapons/M18_smoke_grenade.tik
// give him some ammo
$player ammo pistol 77
$player ammo smg 300
$player ammo rifle 200
$player ammo smokegrenade 3
$player ammo grenade 6
// start out using the smg
$player useweaponclass smg
// give him binoculars and the explosive icon...
$player item items/binoculars.tik
// These two lines add the binoculars and explosive
// image to the top right of the HUD
// Show binoculars inventory icon
waitthread global/items.scr::add_item "binoculars" noprint
// Show explosive inventory icon
waitthread global/items.scr::add_item "explosive" noprint
end
InitObjectives:
waitthread global/objectives.scr::add_objectives 1 1 "Rendezvous With Your Allies" $cappy.origin
waitthread global/objectives.scr::add_objectives 2 1 "Locate and Destroy Artillery Emplacements[1 remaining]" $flak88A.origin
waitthread global/objectives.scr::add_objectives 3 1 "Clear area of Nazis." $trigger300.origin
waitthread global/objectives.scr::add_objectives 4 1 "Destroy enemy tanks." $aagun.origin
// Turn on objective #1 and set it as current objective.
waitthread global/objectives.scr::add_objectives 1 2
waitthread global/objectives.scr::current_objectives 1
end
InitFriends:
// rename our friendlies to something more "friendly"
level.friendly1.targetname = CaptainHaddock
level.friendly2.targetname = SargentBauer
level.friendly3.targetname = PrivateTaylor
thread FriendWait
end
FriendWait:
$friend_trigger waittill trigger
// objective was accomplished, check it off...
waitthread global/objectives.scr::add_objectives 1 3
// set objective #2 as current...
waitthread global/objectives.scr::add_objectives 2 2
waitthread global/objectives.scr::current_objectives 2
// show our throbbing box now.
$ThrobbingBox show
// Have some sample dialog with the player.
$CaptainHaddock turnto $player
$CaptainHaddock lookat $player
wait 0.2
$CaptainHaddock anim 11b100_BritCaptGreet
$CaptainHaddock waittill animdone
$CaptainHaddock anim 12C105_Dialogue03
$CaptainHaddock waittill animdone
$CaptainHaddock turnto NULL
$CaptainHaddock lookat NULL
// Tells the AI to move to the player
$CaptainHaddock.destination = $player
$SargentBauer.destination = $player
$PrivateTaylor.destination = $player
// Sets the type of friendly soldier
$CaptainHaddock.friendtype = 1
$SargentBauer.friendtype = 1
$PrivateTaylor.friendtype = 1
// stagger how far away they keep from their destinations
$CaptainHaddock.distance = 175
$SargentBauer.distance = 225
$PrivateTaylor.distance = 250
// setup the friendlies to follow the player...
$CaptainHaddock thread global/friendly.scr::friendlythink
$SargentBauer thread global/friendly.scr::friendlythink
$PrivateTaylor thread global/friendly.scr::friendlythink
end
InitEnemies:
thread SpawnSet100
thread SpawnSet200
thread SpawnSet300
end
InitArtillery:
$flak88A_turret0 turnspeed 15 // Adjust the turn speed
$flak88A_turret0 pitchspeed 7.5 // Adjust the pitch speed
$flak88A_turret0 viewjitter 7
$flak88A_turret0 firedelay 4
$flak88A_turret0 maxyawoffset 20.0
$flak88A_turret0 pitchcaps "20 10 0"
// setup collision for base of flak88
$flak88A.collisionent = $flak88A_collision
// setup collision for the turret of the flak88
$flak88A_turret0.collisionent = $flak88A_turret_collision
end
InitVehicles:
thread TankTriggerWait
end
SpawnSet100:
// Once the player activates the trigger the enemy AI will spawn and walk along their paths.
$trigger100 waittill trigger
thread global/ai.scr::spawnset 100 spawn100
end
ArtilleryDestroyed:
// complete objective #2
waitthread global/objectives.scr::add_objectives 2 3
// show objective #3
waitthread global/objectives.scr::add_objectives 3 2
// make objective #3 current
waitthread global/objectives.scr::current_objectives 3
end
InitMG42s:
if ( self==NIL )
{
println "No MG42s in level."
end
}
self maxyawoffset 70.0
self pitchcaps "-20 20 0"
self AIbulletspread 350 175
self convergetime 0.25
end
SpawnSet200:
$trigger200 waittill trigger
waitthread global/ai.scr::spawnset 200 spawn200
end
SpawnSet300:
$trigger300 waittill trigger
waitthread global/ai.scr::spawnset 300 spawn300
level.bad_guys_left = 0
$spawn300 thread BadGuyCheck
thread TruckGO
end
BadGuyCheck:
// Counts the bad guys that are spawned in and when they are all dead,
// updates the objective as complete.
level.bad_guys_left++
self waittill death
level.bad_guys_left--
if ( level.bad_guys_left==0 )
{
// Complete objective 3!
waitthread global/objectives.scr::add_objectives 3 3
// go on to objective 4.
waitthread global/objectives.scr::add_objectives 4 2
waitthread global/objectives.scr::current_objectives 4
}
end
TruckGO:
// setup truck with 2 passengers..
$truck waitthread gags/t3l1_enemyspawn.scr::DoTruck 1800 2 0
// Set the type of guns the passengers will use...
$truck.passenger[1] gun "mp40"
$truck.passenger[2] gun "Mauser KAR 98K"
$trigger_truck waittill trigger
$truck playsound opeltruck_snd_start
wait .5
$truck vehicleanim idlelights
// make truck go and wait till it's done moving...
$truck waitthread gags/t3l1_enemyspawn.scr::TruckDrive $truck_path 0 400 0 0 0
// turn off our lights when we get here....
$truck_1 playsound opeltruck_snd_stop
wait .5
$truck_1 vehicleanim idlenolights
end
TankTriggerWait:
$tank_objective waittill trigger
// start up the tanks...
level.playertanktarget = $player
$tank1 thread TankGo $tank1_path 200 panzer
$tank2 thread TankGo $tank2_path 200 empty_panzer // don't want anyone to come out of this tank
level.tank_count = 0
$tank1 thread TankObjectiveCheck
$tank2 thread TankObjectiveCheck
end
TankObjectiveCheck:
level.tank_count++
self waittill death
level.tank_count--
if ( level.tank_count==0 )
{
waitthread global/objectives.scr::add_objectives 4 3
centerprint "You've completed all your objectives!"
}
end
TankGo local.path local.speed local.type:
self thread global/vehicles_thinkers.scr::enemy_tank_think 0 local.type
self thread drive_path local.path local.speed
end
drive_path local.path local.speed:
self.driving = 1
self drive local.path local.speed 30 200 256
self waittill drive
if (self)
{
self stop
self.driving = 0
}
endNow if this does not work: you will have to start searching for the error in the console. But that is the next step. Try it first to see if it works better.
Okay. My Objectives are in the list. but thats all that changed for the better. now the nazis that spawned before i hit there trigger don't spawn at all. still no weapons. and there's no music or ambient sound. and i did the devcon 1 q_console or whatever thing FOO told me and this is what i got
This is rediculos I must really suck at mapping. can't one of you ginuesses just please look at, i'll send you it via e-mail------ Server Initialization ------
Server: test_ai88
Called FadeSound with: 0.000000
------ Server Initialization Complete ------ 0.94 seconds
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
An objective has been completed!
CL_ProcessServerCommand: fadesound '4000.00'
Called FadeSound with: 4000.000000
CL_ProcessServerCommand: fadesound '4000.00'
Called FadeSound with: 4000.000000
CL_ProcessServerCommand: fadesound '100.00'
Called FadeSound with: 100.000000
CL_ProcessServerCommand: fadesound '100.00'
Called FadeSound with: 100.000000
Loading game...test_ai88_avm8fw
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------ Server Initialization ------
Server: test_ai88
Called FadeSound with: 0.000000
Game Loaded
------ Server Initialization Complete ------ 0.39 seconds
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (don't stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
----- Server Shutdown -----
---------------------------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- 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! -------
------- Miles DLL Removed -------
------- Sound Deallocation (603) -------
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------- 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
...shutting down QGL
...unloading OpenGL DLL
-----------------------

-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
OK:
1) If your BSP file is called "test_ai88_avm8fw.bsp", then the line
...should instead be
( That is: the name of your script file )
2) The line
Indicates that you have defined an ambient sound called "music". If you havent, that explains the lack of music in the level.
Try this ( existing ) ambient sound instead:
Test this to begin with.
1) If your BSP file is called "test_ai88_avm8fw.bsp", then the line
Code: Select all
level.script = maps/music.scrCode: Select all
level.script = maps/test_ai88_avm8fw.scr2) The line
Code: Select all
exec global/ambient.scr musicTry this ( existing ) ambient sound instead:
Code: Select all
exec global/ambient.scr m6l1a
