hi,
I'm doing a rescript on the Remagen map. And there must be something
I'm doing wrong......
The map is not using my script at all.
This is what I did (to try):
opened the pak5.pk3/maps/dm/mohdm3.scr
added the fog thread and saved it in the pak5.pk3.
opened spearhead and...... no fog!
Ok I took out the whole mohdm3.scr out of the pak5 to see what would
happen. ...........
Tada... It's still working with the background sounds, scoreboard pic etc...
So obvious it's getting his script somewhere else!
Do I miss something here? Maybe you can help me
Thanks.
Scripting a stock map
Moderator: Moderators
Why did you saved it in the original pk3? You can save the scr in a .pk3 with a different name.
If you did it right, the engine would read the mohdm3.scr in the custom pk3 and not the original one.
You said you removed the mohdm3.scr, but if the game still can run the scripts, there must be still a mohdm3.scr somewere (in the original pk3's or in a custom pk3)
But again, don't edit the real mohdm3, just copie this file and put it in a custom pk3 file, and edit it like how you want. Then put the custom pk3 in the main folder. If your fog script still doesn't work, then there is something wrong with your script.
If you did it right, the engine would read the mohdm3.scr in the custom pk3 and not the original one.
You said you removed the mohdm3.scr, but if the game still can run the scripts, there must be still a mohdm3.scr somewere (in the original pk3's or in a custom pk3)
But again, don't edit the real mohdm3, just copie this file and put it in a custom pk3 file, and edit it like how you want. Then put the custom pk3 in the main folder. If your fog script still doesn't work, then there is something wrong with your script.
- [EBA-UK]Pirate
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- [EBA-UK]Pirate
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Green Beret
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yes,just make a folder named maps and place it in your main folder
c:/program files/ea games/mohaa/main/maps
then make a folder named DM and place it in the maps folder
c:/program files/ea games/mohaa/main/maps/DM
then take ur edited .scr and place it in the DM folder
resulting location is
c:/program files/ea games/mohaa/main/maps/DM/mohdm3.scr
then after all the testing and bugs are free,pak it into a pk3,and name it whatever just make sure there in the correct folders

c:/program files/ea games/mohaa/main/maps
then make a folder named DM and place it in the maps folder
c:/program files/ea games/mohaa/main/maps/DM
then take ur edited .scr and place it in the DM folder
resulting location is
c:/program files/ea games/mohaa/main/maps/DM/mohdm3.scr
then after all the testing and bugs are free,pak it into a pk3,and name it whatever just make sure there in the correct folders
- [EBA-UK]Pirate
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hmmmm.. not working for now!
I did what you said but it is still using a different script!
When I type editscript in my console, I see the the same script but
there is one extra line. So it looks as the mohdm3.scr but
looks like it get it somewhere else!?!?!
hmmmmm... strange.
I did what you said but it is still using a different script!
When I type editscript in my console, I see the the same script but
there is one extra line. So it looks as the mohdm3.scr but
looks like it get it somewhere else!?!?!
hmmmmm... strange.

Don't go by the book. Think like a pirate!
- [EBA-UK]Pirate
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Well,
I opened the game. Made a change in script with editscript and saved.
So I found out that the script file it uses is in mainta.
After I did some scripting in windows and saved it in mainta,
the game automatic deletes all changes and start with a blank original .scr again.
Don't know what that's about?
I opened the game. Made a change in script with editscript and saved.
So I found out that the script file it uses is in mainta.
After I did some scripting in windows and saved it in mainta,
the game automatic deletes all changes and start with a blank original .scr again.
Don't know what that's about?

Don't go by the book. Think like a pirate!
Same thing applies to custom scripts. see aboveThis is why in the original SH pk3's there are actually 3 ubersounds but only the latest one in the higher priority pk3 is used becasue they are all named the same, if they were named differently then they would all combine.
This is the reason why we name our pk3's containing cutom mods, maps, scripts etc something like "zz-user_servermods.pk3" for an example. If there are any modified stock map scripts, or your custom map has special aliases in your ubersound they will take effect, the scripts will overide the stock ones so they can be server side mods that clients don't need, and the aliases will be added to the list of aliases that SH has cached.
Grassy
An ambiguous question will get a similar answer...
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Green Beret
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