Problem with the map in SH only

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Sgt KIA
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Problem with the map in SH only

Post by Sgt KIA »

I made a map for AA and it runs ok in AA.

However, in SH i get this error message at map launch up:

Code: Select all

********************
ERROR: Error, ExploderFire at (99999.000000, 99999.000000, 99999.000000) has no model    Use 'showerror 1' at the console to bypass this error message.
********************
----- Server Shutdown -----
==== ShutdownGame ====
Ive copied all custom .pk3 related to the map into mainta folder too and even tried SH_SDK radiant and compile files to create the same map for SH. Still the same outcome.

Shall i just delete all exploderfire models and use the ones made for SH or how it should be done?
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tltrude
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AA

Post by tltrude »

Far as I know, AA models don't work in Spearhead because the model system is a little different.
Tom Trude,

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Re: AA

Post by Sgt KIA »

tltrude wrote:Far as I know, AA models don't work in Spearhead because the model system is a little different.
So ill just replace fx/dummy.tiks and fx_exploder_mine.tiks with something else then?
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Post by ViPER »

Use Showerror 1 - go in your map with spearhead and then check your console for additional error messages.

I would stick with the aa radiant unless there is a specific reason why u want SH - run the map from main.
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Post by Sgt KIA »

Viper wrote:Use Showerror 1 - go in your map with spearhead and then check your console for additional error messages.

I would stick with the aa radiant unless there is a specific reason why u want SH - run the map from main.
I did. Everything works well, triggers, explosions etc. Only Ambient sound and couple of custom sounds dont play.

I just wanted to make another version of the map for SH. Atm you cant play it because loading is canceled.

I guess i need to read that console a bit more.
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Post by ViPER »

Yea,

also -

set developer 1
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Post by Sgt KIA »

Viper wrote:Yea,

also -

set developer 1
I have that, among other settings, in the start up line.
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Post by Sgt KIA »

Lets raise this topic again.

The problem is, the SH version of the map wont load. In the console it says there is (are) no model for Exploderfire. Ive tested the map with "showerror 1" command. Testing did not bring anything up IMO meaning you could still blow up all three exploders.

I also tried to change exploderfire models to something else found in the SH pak files. Same outcome; map wont load but you can still set bombs and see the explosion if you used "showerror 1 " command.

Qs
- can you make explosions in the same way as you do for AA?
- what specific exploderfire models seem to work in SH so i could recheck that error?

Thanks,
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Post by ViPER »

Ive seen this before, I cant remember what it was, but I think the error was a symptom of some other problem. Sorry I know this isnt much help,
But do you have the latest sh patch?
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Post by Sgt KIA »

its v. 2.15.
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Post by ViPER »

Nice Map.

your map works in SH with this line in the map script above prespawn

$Exploderfire remove

As noted earlier - this script_model is the culprit, it is in your .map at coord 99999 99999 99999

It is #set 1

unfortunately above remove - removes all your Exploderfire scriptmodel sets because they all have the same targetname. If you cant locate and remove this with radiant. Maybe you can change the targetname and remove it in your map script.
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Post by jv_map »

In radiant, use edit->entity info and check whether all exploderfires have a valid model key. Script_models without a valid model will once selected show up like a huge box covering the whole grid.
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Post by Sgt KIA »

Viper wrote:your map works in SH with this line in the map script above prespawn

$Exploderfire remove

As noted earlier - this script_model is the culprit, it is in your .map at coord 99999 99999 99999

It is #set 1

unfortunately above remove - removes all your Exploderfire scriptmodel sets because they all have the same targetname. If you cant locate and remove this with radiant. Maybe you can change the targetname and remove it in your map script.
jv_map wrote:In radiant, use edit->entity info and check whether all exploderfires have a valid model key. Script_models without a valid model will once selected show up like a huge box covering the whole grid.
Thanks for your help guys.
I managed to pin down the entity in question in the notepad and then deleted it. I must have made a mistake leaving an extra exploderifre there somewhere.
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