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Posted: Tue Jun 24, 2003 1:04 pm
by mohaa_rox
that's cute!

Posted: Tue Jun 24, 2003 4:40 pm
by Desert Eagle
Ran it for about an hour on a server with several others, seemed to work great.

Dogs attacked
Dog sounds worked
Axis dog attacked Allied dog
Allied dog attacked Axis dog
All dog animations worked properly
Dogs spawn properly so that there were not two allied or axis dogs at a time

Only thing I noticed was upon death, dog changed color. One dog turned red and one turned blue. Is it suppose to do this so you can tell what side the dog was on?

Image

Posted: Thu Jun 26, 2003 1:22 pm
by bdbodger
because of the red and blue lights the dogs turn purple sometimes when fighting also when a blue dog kills a red dog the red dog does not dissappear right away and the red light can shine on the blue dog makeing him look red .

Posted: Tue Jul 01, 2003 7:17 pm
by rayzer
i want to implement 2 dogs into an obj stock map such as omaha..ive tried to use some of the scripts available and obviously modified to suit obj but i cannot seem to get it to work.i have achieved spawning the dogs and they attack, but the rest of the map has graphically changed and the other mods ive added have all disappeared.plz just help me with a simple script to spawn 2 dogs that can attack either axis or allied...thanx :)

Posted: Tue Jul 01, 2003 11:53 pm
by rayzer
ok..ignore previous post as i have my lil beauties workin..but...hmmm no sound

edited dmprecache by adding line cache models/sound/dogsounds.tik
so the path reads:
exec global/dmprecache.scr
cache models/sound/dogsounds.tik

so why dosent it pick up the sound?

Posted: Wed Jul 02, 2003 11:21 am
by bdbodger
where did you put cache models/sound/dogsounds.tik
it should go in the level precache or the dmprecache if you downloaded the pak I made you can see it in the mohdm2_precache.scr use the same precache as the original map and put it in your pak in the dm directory with the line cache models/sound/dogsounds.tik in it .

Posted: Wed Jul 02, 2003 4:00 pm
by Desert Eagle
everything worked great for me. I also edit the dog.scr so I would only have axis dogs and took away the color. Works great...good Job!

Posted: Wed Jul 02, 2003 4:16 pm
by rayzer
ok..to be more precise ..ive created a new pk3 because im scripting my version of omaha.so in my main i have for eg

1. pk3 user_omaha2... 2. i also have ur pk3.. xdmdogs2

i have not altered ur pk3 in any way other than the origin and the dogs 'team'(axis).

so in my modded omaha pk3...ive added the lines below level waittil prespawn

thread global/dmdog.scr::dogspawn ( 0 0 0 ) 1 5 "axis"
thread global/dmdog.scr::dogspawn ( 0 0 0 ) 1 5 "axis"

success:the dogs spawn where i want them in omaha.

sound:

in the original pak5 mohdm2_precache.scr
ive added the line... cache models/sound/dogsounds.tik

this didne work ..so in global/DMprecache.scr i also added the above line
and in omaha pk3 added below waittil prespawn the same line.

no joy....i hope that made sense..all the places i put the line cache models/sound/dogsounds.tik have not worked.remembering when the script needs to find the path everythin looks to point in the right direction.so am i doin something wrong or should i have moved certain directories/folders/.scr somewhere else?

Posted: Wed Jul 02, 2003 4:19 pm
by rayzer
btw... as i typed all that, desert eagle..how do u remove the colour and i want to speed them up a little...they're to slow...i mean cud u run from a german shepherd?

Posted: Thu Jul 03, 2003 4:18 pm
by rayzer
lol has every1 gone on holiday...i guess from the lack of response that ive confused u all..hehe so..after organising...the line'cache models/sound/dogsounds.tik' have been placed correctly into Dmprecache.scr and in the level script precache.scr but unfortunately is not working...plz advise...oh and can some1 also tell me how to remove the colour and speed up the dogs a little :)

Posted: Thu Jul 03, 2003 7:06 pm
by Desert Eagle
Okay here goes:

The easiest way to remove the color is open the dog.scr in notepad and find this section:


local.light = spawn script_model
local.light model "fx/dummy.tik"
local.light light local.dogcolor
local.light lightRadius 20
local.light lightOn
local.light notsolid
local.light.origin = local.mydogorg
local.light glue self

then change this line: local.light lighOn to: local.light lightOff

For sound make sure the directory tree as is follow in your pk3 file

models---
|
sound----
|
dogsounds.tik

Also you may want to cut or move all other custom pk3 files out of the main and or mainta directory while you are testing your pk3. This will ensure that another custom pk3 is not interfering with yours.

Hopes this helps alitle

Posted: Thu Jul 03, 2003 7:09 pm
by Alcoholic
to speed the dogs up u have to change animation data.

Posted: Thu Jul 03, 2003 10:51 pm
by rayzer
ok colour sorted np...

sound:plz remember i am trying to implement this into an obj map(omaha)so again the path reads:

in DMprecache.scr:cache models/sound/dogsounds.tik

in mohdm2_precache.scr:cache models/sound/dogsounds.tik

the above did not work:so i thought ahh objective and done this:

in the map directory added my new omaha/also adding a obj_team3_precache.scr..thus adding the line:cache models/sound/dogsounds.tik....

phew..i hope ur still with me:heres the directory/contents of my pk3:

anim/dog_killed.scr

global/dmdog.scr

maps/dm/mohdm2.scr/mohdm2_precache.scr
obj/obj_team3.scr/obj_team3_precache.scr

models/sound/dogsounds.tik

i really hope that makes things clear:the scripts are correct and the directory paths 'appear' to be correct.

:)

Posted: Fri Jul 04, 2003 2:22 am
by Desert Eagle
okay here is an example of what I mean in my script:

in my map script(part of it listed below) I run this: (my precahce for my map is in same directory as the bsp and the scr for the map)

exec global/DMprecache.scr
exec maps/obj/mp_snowy_ambush_obj_precache.scr
exec global/ambient.scr mohdm5
exec global/stationaryweapons.scr

level.script = maps/obj/mp_snowy_ambush_obj.scr
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = axis // set to axis, allies, kills, or draw


Here is my precache:

cache models/sound/dogsounds.tik
cache models/fx/cprpma_red_bright.tik
cache models/emitters/t2l4_fire.tik
cache models/weapons/bazooka.tik
cache models/weapons/panzerschreck.tik
cache models/weapons/mg42carryable.tik
cache models/statweapons/P_granatwerfer_w_base.tik
cache models/statweapons/mg42_gun.tik
cache models/vehicles/gmc_truck.tik
cache models/vehicles/gmc_truck_d.tik
cache models/vehicles/halftrack_driveable.tik
cache models/vehicles/halftrack_winter_d.tik
cache models/vehicles/opel_truck_2_1.tik
cache models/fx/corona_red.tik
cache models/emitters/firegood.tik
cache models/fx/searchlight.tik
cache models/emitters/pipe_steam.tik
cache models/statweapons/P_flak88_s.tik
cache models/statweapons/p_nebelwerfer.tik
cache models/vehicles/m3.tik
cache models/static/body_us04.tik
cache models/static/body_us06.tik
cache models/static/body_usvest04.tik
cache models/static/exp_crate2.tik
cache models/static/flourbag-stack.tik
cache models/static/hedgehog.tik
cache models/static/loveseatdestroyed.tik
cache models/static/mg42ammoboxwbelt.tik
cache models/static/natural/tree_winter_midpine_nosprite.tik
cache models/static/nazi_crate.tik
cache models/static/ornaterectable_d.tik
cache models/static/rock_winter_large.tik
cache models/static/rock_winter_medium.tik
cache models/static/sandbag_large_semicircle_winter.tik
cache models/static/sandbag_link_main_winter.tik
cache models/static/sandbag_link_rightbend_winter.tik
cache models/static/sandbag_link_topcap_winter.tik
cache models/static/sanbag_small_semicircle_winter.tik
cache models/static/snobrannch1.tik
cache models/static/snowbranch2.tik
cache models/static/snowbranch3.tik
cache models/static/static_cablespool_full.tik
cache models/static/tree_winter_midpine.tik
cache models/static/tree_winter_smallpine.tik
cache models/static/tree_winter_tallpine.tik
cache models/static/vehicle_shermantank_dead.tik
cache models/fx/corona_red_bright.tik
cache models/vehicles/pzb41_turret.tik
cache models/statweapons/p_nebelwerfer_cannon.tik
cache models/statweapons/p_flak88_cannon_s.tik
cache models/statweapons/p_granatwerfer_w_cannon.tik
cache models/vehicles/vehiclesoundentity.tik
cache models/fx/bh_paper_lite.tik
cache models/fx/bh_paper_hard.tik
cache models/fx/bh_wood_lite.tik
cache models/fx/bh_metal_lite.tik
cache models/fx/bh_metal_hard.tik
cache models/fx/bh_stone_lite.tik
cache models/fx/bh_stone_hard.tik
cache models/fx/bh_dirt_lite.tik
cache models/fx/bh_dirt_hard.tik
cache models/fx/bh_grass_lite.tik
cache models/fx/bh_grass_hard.tik
cache models/fx/bh_mud_lite.tik
cache models/fx/bh_mud_hard.tik
cache models/fx/bh_water_lite.tik
cache models/fx/bh_water_hard.tik
cache models/fx/bh_glass_lite.tik
cache models/fx/bh_glass_hard.tik
cache models/fx/bh_sand_lite.tik
cache models/fx/bh_sand_hard.tik
cache models/fx/bh_foliage_lite.tik
cache models/fx/bh_foliage_hard.tik
cache models/fx/bh_snow_lite.tik
cache models/fx/bh_snow_hard.tik
cache models/fx/bh_carpet_lite.tik
cache models/fx/bh_carpet_hard.tik
cache models/fx/bh_human_uniform_lite.tik
cache models/fx/bh_human_uniform_hard.tik
cache models/fx/water_trail_bubble.tik
cache models/fx/grenexp_base.tik
cache models/fx/bazookaexp_base.tik
cache models/fx/heavyshellexp_base.tik
cache models/fx/tankexp_base.tik
cache models/fx/grenexp_paper.tik
cache models/fx/grenexp_wood.tik
cache models/fx/grenexp_metal.tik
cache models/fx/grenexp_stone.tik
cache models/fx/grenexp_dirt.tik
cache models/fx/grenexp_grass.tik
cache models/fx/grenexp_mud.tik
cache models/fx/grenexp_water.tik
cache models/fx/grenexp_gravel.tik
cache models/fx/grenexp_sand.tik
cache models/fx/grenexp_foliage.tik
cache models/fx/grenexp_snow.tik
cache models/fx/grenexp_carpet.tik
cache models/fx/heavyshellexp_dirt.tik
cache models/fx/heavyshellexp_stone.tik
cache models/fx/heavyshellexp_snow.tik
cache models/fx/tankexp_dirt.tik
cache models/fx/tankexp_stone.tik
cache models/fx/tankexp_snow.tik
cache models/fx/bazookaexp_dirt.tik
cache models/fx/bazookaexp_stone.tik
cache models/fx/bazookaexp_snow.tik
cache models/fx/water_ripple_still.tik
cache models/fx/water_ripple_moving.tik
cache models/fx/barrel_oil_leak_big.tik
cache models/fx/barrel_oil_leak_medium.tik
cache models/fx/barrel_oil_leak_small.tik
cache models/fx/barrel_oil_leak_splat.tik
cache models/fx/barrel_water_leak_big.tik
cache models/fx/barrel_water_leak_medium.tik
cache models/fx/barrel_water_leak_small.tik
cache models/fx/barrel_water_leak_splat.tik
cache models/fx/fs_light_dust.tik
cache models/fx/fs_heavy_dust.tik
cache models/fx/fs_dirt.tik
cache models/fx/fs_grass.tik
cache models/fx/fs_mud.tik
cache models/fx/fs_puddle.tik
cache models/fx/fs_sand.tik
cache models/fx/fs_snow.tik
cache models/fx/fx_fence_wood.tik
cache models/fx/fx_explosion.tik
cache models/fx/fx_truck_explosion.tik
cache models/statweapons/flak88_d.tik
cache models/items/binoculars.tik
cache models/weapons/mg42portable_placed.tik
cache models/weapons/mg42portable_placed_setup.tik
cache models/weapons/mg42portable_placed_base.tik
cache models/weapons/mg42portable_placed_viewmodel.tik

and everything works fine with the dogs. As long as your precache is pointing to the dogsounds.tik, it should not matter where it is posted. In my case it is in my models/sound of my map pk3

Posted: Fri Jul 04, 2003 7:53 am
by bdbodger
In the dogsounds.tik I added Dm to the list of maps
aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps " DM m2l1 m4l0 m4l2 m4l3 m6l2b "
what you need to do is open the tik in a text editor and add either your map (single player ) or obj to the map list

aliascache dog_bark1 sound/characters/dog_bark_1.wav soundparms 1.5 0.0 0.8 0.4 160 4000 voice loaded maps " DM obj m2l1 m4l0 m4l2 m4l3 m6l2b "

the directory name is part of the map name that is why putting DM into the map list makes this sound work with all maps in the DM directory so if your map is in the obj directory add obj to the list I guess I should have done this already will do it now .