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Posted: Mon Feb 14, 2005 3:37 am
by lizardkid
right, devcon 1 srry.

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 ;)

Posted: Mon Feb 28, 2005 6:49 pm
by DeltaJ
Hi sorry i've been gone so long but my ISP was down.
okay what other console

Posted: Mon Feb 28, 2005 7:43 pm
by Master-Of-Fungus-Foo-D
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

Posted: Thu Mar 03, 2005 12:38 am
by DeltaJ
I don't know whats up nothings happening when i devcon1 are you sure someone just can't take a look at it.

Posted: Sat Mar 05, 2005 12:07 am
by DeltaJ
Anybody

Posted: Mon Mar 07, 2005 9:53 pm
by DeltaJ
Did people just give up on me.

Posted: Mon Mar 07, 2005 11:45 pm
by Bjarne BZR
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 ).

Posted: Fri Mar 11, 2005 5:00 pm
by DeltaJ
I don't no guys I can't find a console with error's I'll probably just give up trying to map cause I guess i'm just not getting it.

Posted: Fri Mar 11, 2005 10:00 pm
by Bjarne BZR
OK, screw the devcon command. Lets start over:

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
	}
end
... 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.

Posted: Fri Mar 11, 2005 11:48 pm
by DeltaJ
Okay I'll give it a whirl.

Posted: Sat Mar 12, 2005 12:23 am
by DeltaJ
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
------ 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
-----------------------
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

Posted: Sat Mar 12, 2005 1:06 am
by Bjarne BZR
OK:

1) If your BSP file is called "test_ai88_avm8fw.bsp", then the line

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level.script = maps/music.scr
...should instead be

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level.script = maps/test_ai88_avm8fw.scr
( That is: the name of your script file )

2) The line

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exec global/ambient.scr music
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:

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exec global/ambient.scr m6l1a
Test this to begin with.

Posted: Tue Mar 15, 2005 6:12 pm
by DeltaJ
Okay i'll try that and the other stuff what about that.

And What THE HELL! Happened to the forum this new thing sucks.