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ERROR: Error, ExploderFire at (99999.000000, 99999.000000, 99999.000000) has no model Use 'showerror 1' at the console to bypass this error message.
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----- 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?
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?
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?
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.
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.
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.