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harbor script

Posted: Fri Aug 12, 2005 4:25 pm
by the r@t
can somebody tell me why this script doesn't work??

Code: Select all

// harbor
// ARCHITECTURE: Lukas vaes aka the r@t, fixes & additions by Rookie One
// SCRIPTING: Rookie One

main:
	setcvar "g_obj_alliedtext1" "Destroy one of"
	setcvar "g_obj_alliedtext2" "the Flak 88"
	setcvar "g_obj_alliedtext3" "cannons"
	setcvar "g_obj_axistext1" "Protect the cannons"
	setcvar "g_obj_axistext2" "at all costs"
	setcvar "g_obj_axistext3" ""

	setcvar "g_scoreboardpic" "harborsmall"

	exec global/exploder.scr
	exec global/door_locked.scr

	// cache missing locked door, Flak firing and wave lapping sounds
	local.master = spawn ScriptMaster
	local.master aliascache garagedoor_locked sound/mechanics/Gate_Metal_Locked.wav
soundparms 1.3 0.0 0.8 0.2 160 1600 item loaded maps "m dm obj "
	local.master aliascache gate_large_locked sound/mechanics/Wood_fence_locked.wav
soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps "m dm obj "
	local.master aliascache flak_snd_fire1 sound/weapons/fire/TankCannonFire1.wav
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj "
	local.master aliascache flak_snd_fire2 sound/weapons/fire/Flak88Fire1.wav
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj "
	local.master aliascache flak_snd_fire3 sound/weapons/fire/Flak88Fire3.wav
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj "
	local.master aliascache flak_snd_fire4 sound/weapons/fire/Flak88Fire4.wav
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj "

	local.gametype = int(getcvar(g_gametype))
	if (local.gametype == 4)
	{
		$tdmspawn disablespawn
		$objspawn enablespawn
		if (randomint(100) > 50)
			$opendoor remove
		else
		{
			$closeddoor remove
			for (local.i = 1; local.i <= $door_locked.size; local.i++)
			{
				if ($door_locked[local.i].mobiledoor)
				{
					$door_locked[local.i] delete
					break
				}
			}
		}
	}
	else
	{
		if (local.gametype > 1)
		{
			$objspawn disablespawn
			$tdmspawn enablespawn
		}
		$closeddoor remove
		for (local.i = 1; local.i <= $door_locked.size; local.i++)
		{
			if ($door_locked[local.i].mobiledoor)
			{
				$door_locked[local.i] delete
				break
			}
		}
		$flak88_bomb_1 delete
		$flak88_bomb_2 delete
	}

	$flak88_camera_1 lookat $flak88_camera_1.target
	$flak88_camera_2 lookat $flak88_camera_2.target

	level waitTill prespawn

	exec global/ambient.scr harbor

	exec global/DMprecache.scr

	level.script = maps/obj/harbor.scr

	level waittill spawn

	level waittill roundstart
	thread plane_flyby
	if (local.gametype == 4)
	{
		level.dmroundlimit = 4
		thread axis_win_cam
		level.planting_team = allies
		level.defusing_team = axis
		level.dmrespawning = 0
		level.clockside = axis
		level.targets_to_destroy = 1
		$flak88_bomb_1 exec global/obj_dm.scr
		$flak88_bomb_2 exec global/obj_dm.scr

		while (level.targets_destroyed < level.targets_to_destroy)
			waitframe
		waitthread freeze_players
		if ($flak88_bomb_1.exploded)
			cuecamera $flak88_camera_1
		else
			cuecamera $flak88_camera_2
		teamwin allies
	}
end
 
plane_flyby:
	wait (2 + randomfloat(5))
	while (1)
	{
		local.plane = spawn script_model model "models/vehicles/p47fly.tik" origin
$planepath1.origin angles ( 0 $planepath1.angle -45 )
		local.plane alwaysdraw
		local.plane flypath $planepath1 1500 2500 256
		local.plane playsound airplane
		local.plane waitmove
		local.plane delete
		wait (60 + randomfloat(60))
	}
end

axis_win_cam:
	local.endtime = level.time + float(level.dmroundlimit) * 60.0
	while (level.time <= local.endtime)
		waitframe
	if ($flak88_bomb_1.exploded || $flak88_bomb_2.exploded)
		end
	waitthread freeze_players
	if (randomint(100) > 50)
	{
		cuecamera $flak88_camera_1
		wait 3
		$flak88_1 anim fire_scripted
	}
	else
	{
		cuecamera $flak88_camera_2
		wait 3
		$flak88_2 anim fire_scripted
	}
end

freeze_players:
	$player forcelegsstate STAND
	$player forcetorsostate STAND
	freezeplayer
	$player hide
end

Posted: Fri Aug 12, 2005 5:22 pm
by jv_map
Probably your console knows :wink:

Posted: Tue Aug 16, 2005 10:09 am
by the r@t
Ok, so I opened up my console and here is what is says.
I haven't builded this cripted, rookie_one did. But he seems to have disapeared from the earth :?

Please help me :cry:

Code: Select all

^~^~^~ Script file compile error: Couldn't compile 'maps/obj/harbor.scr'
^~^~^~ Game (Event: 'setthread', Object: 'Trigger') : Script 'maps/obj/harbor.scr' was not properly loaded
I realy hope you know what's wrong

Posted: Tue Aug 16, 2005 12:07 pm
by jv_map
You need another error msg (and there is), check further up.

Oh and Rookie is on holiday :wink:

Posted: Tue Aug 16, 2005 1:34 pm
by Rookie One.pl
Disappeared? I've been at home until the 2nd of August and you didn't talk to me since the time I sent you the last version of the script.

Have you been trying to change something? Mine version worked perfectly.

Oh, have you fixed that vis bug?

Posted: Tue Aug 16, 2005 2:45 pm
by the r@t
this is the version you send me :?

Maybe I need to change something in my map?? A target name or something.

and please come online again rookie_one, so we can get this obj_harbor finished up!

Posted: Wed Aug 17, 2005 2:36 pm
by Rookie One.pl
I'm on holidays now, I've got neither MoHAA nor MSN here.

You should post a whole console log.

Posted: Tue Aug 23, 2005 10:53 am
by the r@t
Ok, so I've looked in to my console again.

and it's telling me to add a lot of lines to the _precache.src file

But I havent got a clue what this file is. Rookie_one made it and added a few lines to it:

Code: Select all

cache models/vehicles/stuka_fly.tik
cache models/fx/fx_flak88_explosion.tik
cache models/items/pulse_explosive.tik
cache models/statweapons/flak88_d.tik
cache models/fx/dummy.tik
So do I need to add all those things to this file (cause there were more then over 100.)

Thx

Posted: Tue Aug 23, 2005 5:57 pm
by lizardkid
no. type logfile 2 in your console, restart MOH, load the map, quit out of MOH, look in your main folder for a file named qconsole.log and copy/paste the contents here.

i always hate saying this because that's such a huge post...

Posted: Tue Aug 23, 2005 6:13 pm
by the r@t
And voila, here it is

Code: Select all

Unknown command "logifle"
"logfile" is:"2" default:"0"
LOCALIZATION ERROR: 'dm/mohdm1' does not have a localization entry
LOCALIZATION ERROR: 'Select a Map' does not have a localization entry
LOCALIZATION ERROR: 'harbor' does not have a localization entry
LOCALIZATION ERROR: 'mohdm1' does not have a localization entry
LOCALIZATION ERROR: 'mohdm2' does not have a localization entry
LOCALIZATION ERROR: 'mohdm3' does not have a localization entry
LOCALIZATION ERROR: 'mohdm4' does not have a localization entry
LOCALIZATION ERROR: 'mohdm5' does not have a localization entry
LOCALIZATION ERROR: 'mohdm6' does not have a localization entry
LOCALIZATION ERROR: 'mohdm7' does not have a localization entry
LOCALIZATION ERROR: 'dm/harbor' does not have a localization entry
sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/harbor
Called FadeSound with: 0.000000
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
Setting up Shaders
UI_DrawConnect called
^~^~^ Can't find textures/sprites/white.tga
WARNING: R_FindImageFile could not find 'textures/sprites/white.tga' in shader 'white'
LOCALIZATION ERROR: 'Harbor beta 1.3' does not have a localization entry
LoadLibrary (main/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 2960
Magic sizeof actor numer: 2896

------------------
Event system initialized: 154 classes 1303 events 802648 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/dm/harbor.bsp, 0 )
^~^~^ Can't find textures/general_structure/jh_conc512bw.tga
^~^~^ Can't find textures/central_europe_winter/strtset1_winter_fill.tga
^~^~^ Can't find textures/general_industrial/rembridgebeam1.tga
^~^~^ Can't find textures/general_industrial/deckgrate_set1b.tga
^~^~^ Can't find textures/das_boot/ironwall1.tga
^~^~^ Can't find textures/central_europe_winter/rise_snow.tga
^~^~^ Can't find textures/central_europe_winter/cliffset_2snow_ed.tga
Adding script: 'dm/harbor_precache.scr'
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/stuka/stuka_fly.skc
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/explosion_bombmetalwall.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/flak88turret.tik
spawn 'turretweapon_german_88mmflakturret':  0.18 seconds
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/flak88base.tik
^~^~^ Can't find models/*46
Tiki:LoadFile Couldn't load models/*46
^~^~^ Classname script_group used, but model was not a TIKI, using Object.
*!*!*!* Objects are not allowed for use in the game. Make it a static model or a script model as needed.
^~^~^ Can't find models/*47
Tiki:LoadFile Couldn't load models/*47
^~^~^ Classname script_group used, but model was not a TIKI, using Object.
^~^~^ Can't find models/*49
Tiki:LoadFile Couldn't load models/*49
^~^~^ Classname script_group used, but model was not a TIKI, using Object.
-------------------- Actual Spawning Entities Done ------------------ 392 ms
unknown command: soundparms
soundparms 1.3 0.0 0.8 0.2 160 1600 item loaded maps "m dm obj " (maps/dm/harbor.scr, 21)
^

unknown command: soundparms
soundparms 1.2 0.2 0.8 0.2 160 1600 item loaded maps "m dm obj " (maps/dm/harbor.scr, 23)
^

unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 25)
^

unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 27)
^

unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 29)
^

unknown command: soundparms
soundparms 1.5 0.0 1.0 0.0 2000 4000 weapon loaded maps "m dm obj " (maps/dm/harbor.scr, 31)
^

^~^~^ Script file compile error:  Couldn't compile 'maps/dm/harbor.scr'
^~^~^ Game (Event: 'setthread', Object: 'Trigger') : Script 'maps/dm/harbor.scr' was not properly loaded

0 teams with 0 entities
ScriptMaster::GetScript: Script 'maps/dm/harbor.scr' was not properly loaded

79 entities spawned
269 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 536 ms
*!*!*!* '*46' was spawned as an Object entity at (486 -164 -209). Should be made into a static model or script model (#1).
*!*!*!* '*47' was spawned as an Object entity at (446 -164 -196). Should be made into a static model or script model (#2).
*!*!*!* '*49' was spawned as an Object entity at (446 -164 -196). Should be made into a static model or script model (#3).
------ Server Initialization Complete ------  5.12 seconds
SV packet loopback : connect
SVC_DirectConnect ()
>>>\challenge\0\qport\46002\protocol\8\dm_playermodel\allied_airborne\dm_playergermanmodel\german_elite_officer\rate\25000\name\Urban - Peaches ^^\snaps\20<<<
version 8 connecting to 8
Going from CS_FREE to CS_CONNECTED for Urban - Peaches ^^
CL packet loopback: connectResponse
Urban - Peaches ^^ : dropped gamestate, resending
SV_SendClientGameState() for Urban - Peaches ^^
Going from CS_CONNECTED to CS_PRIMED for Urban - Peaches ^^
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
LoadLibrary (main/cgamex86.dll)

------------------
Event system initialized: 6 classes 138 events 3312 total memory in response list

CM_LoadMap( maps/dm/harbor.bsp, 1 )


-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/ubersound.scr
Couldn't load sound: sound/null.wav
Parse/Load time: 12.893000 seconds.
-------------UBERSOUND DONE---------------



-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 0.826000 seconds.
-------------UBERDIALOG DONE---------------

WARNING: shader 'textures/harbor/windows/kleinraam' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/harbor/windows/kleinraam' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/harbor/windows/grootraam' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/harbor/windows/grootraam' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_frame' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_frame' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has opaque maps defined after stage 0!!!
WARNING: shader 'textures/general_structure/window4_broken' has depthmask enabled after stage 0!!!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
WARNING: shader 'textures/general_structure/jh_natestahwin1' has lightmap but no lightmap stage!
stitched 0 LoD cracks
...loaded 6821 faces, 97 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/dm/harbor.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
Loading Special Effects...
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_paper_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_wood_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_stone_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_dirt_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_grass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_mud_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_water_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_glass_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_sand_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_foliage_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_snow_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_carpet_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_hard.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_trail_bubble.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_wood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_metal.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_stone.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_water.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_gravel.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_foliage.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_snow.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_carpet.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_still.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/water_ripple_moving.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_oil_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_big.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_medium.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_small.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/barrel_water_leak_splat.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_light_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_heavy_dust.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_dirt.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_grass.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_mud.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_puddle.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_sand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/fs_snow.tik
------- Sound End Registration -------
------- Sound End Registration Complete -------
CL_EndRegistration:  0.24 seconds
CL_InitCGame: 40.63 seconds
Going from CS_PRIMED to CS_ACTIVE for Urban - Peaches ^^
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_airborne.tik
Called FadeSound with: 0.000000
CL_GetSnapshot: Not all children could find their parents.
CL_GetSnapshot: entity 0 with parent 0 and model '' at 0.00 0.00 0.00, could not find parent.
Urban - Peaches ^^ has entered the battle
MUSIC: changing from [ none | none ] to [ normal | normal ]
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/allied_airborne_fps.tik
LOCALIZATION ERROR: 'Time Left:' does not have a localization entry
LOCALIZATION ERROR: 'Press Use(f) to follow a player.' does not have a localization entry
LOCALIZATION ERROR: 'Health' does not have a localization entry
LOCALIZATION ERROR: 'Score:' does not have a localization entry
LOCALIZATION ERROR: 'Time Left:  0:00' does not have a localization entry
LOCALIZATION ERROR: 'Press fire to join the battle!' does not have a localization entry
LOCALIZATION ERROR: '


Press fire to join the battle!' does not have a localization entry
^~^~^ Can't find gfx/2d/slowserver.tga
Couldn't find image for shader gfx/2d/slowserver
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/german_elite_officer.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/thompsonsmg.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/m2frag_grenade.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/colt45.tik
LOCALIZATION ERROR: 'Thompson' does not have a localization entry
LOCALIZATION ERROR: 'Urban - Peaches ^^' does not have a localization entry
LOCALIZATION ERROR: ' Name' does not have a localization entry
LOCALIZATION ERROR: ' Kills' does not have a localization entry
LOCALIZATION ERROR: ' Deaths' does not have a localization entry
LOCALIZATION ERROR: ' Time' does not have a localization entry
LOCALIZATION ERROR: ' Ping' does not have a localization entry
^~^~^ Add the following line to the *_precache.scr map script:
cache models/ammo/thompson_clip.tik
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------
------- S_StopAllSounds (stop music) -------
MUSIC: changing from [ normal | normal ] to [ none | none ]
------- 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) -------
------- 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
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------

Posted: Tue Aug 23, 2005 8:33 pm
by jv_map

Code: Select all

local.master aliascache garagedoor_locked sound/mechanics/Gate_Metal_Locked.wav
soundparms 1.3 0.0 0.8 0.2 160 1600 item loaded maps "m dm obj "
Is supposed to be 1 line.

Posted: Wed Aug 24, 2005 4:23 pm
by the r@t
Ok, now the script is loaded! thx everbody.

But there is still a big fault in it.

The meaning is that when 1 connon is blown the allies win. But when I tested the game, nothing heapened after the explosion. Even when I'd blown up the second bomb, nothing heapened!

Please help!!!

Posted: Thu Aug 25, 2005 5:14 pm
by the r@t
This appeared in my console as I tried to play the obj_version:

Code: Select all

----------------------Z-----------------------
self = flak88_bomb_1
self.target (flak 88 or other) = flak88_1
self.target.destroyed_model = models/statweapons/flak88_d.tik
self.target.target (collision entity) = 
self.trigger_name = flak88_trigger_1
self.exploder_set = NIL
self.explosion_fx = fx/fx_flak88_explosion.tik
self.explosion_sound = explode_aagun
self.killarea = flak88_killarea_1
----------------------Z-----------------------
	self.target.collisionent = self.target.target (global/obj_dm.scr, 41)
	self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

waittill trigger flak88_trigger_1
----------------------Z-----------------------
self = flak88_bomb_2
self.target (flak 88 or other) = flak88_2
self.target.destroyed_model = models/statweapons/flak88_d.tik
self.target.target (collision entity) = 
self.trigger_name = flak88_trigger_2
self.exploder_set = NIL
self.explosion_fx = fx/fx_flak88_explosion.tik
self.explosion_sound = explode_aagun
self.killarea = flak88_killarea_2
----------------------Z-----------------------
	self.target.collisionent = self.target.target (global/obj_dm.scr, 41)
	self.target^

^~^~^ Script Error: There are 0 entities with targetname ''. You are using a command that requires exactly one.

waittill trigger flak88_trigger_2
i believe that this is the reason why my script doesn't work (the axis win when time is up but when the allies blow up a cannon, nothing heapenes)

Can somebody PLEASE help me get my script finished up so I can finish this map :idea:

Posted: Thu Aug 25, 2005 9:13 pm
by lizardkid
correct me if i'm wrong about class/union/struct makeup, but you cannot have

self.field.field

since self is a class and the first field is a field, you cannot have a variable within a variable, correct?

SH/BT

Posted: Fri Aug 26, 2005 5:18 am
by tltrude
Your script looks like it is for SH/BT and not Mohaa. The "local.master" sound workaround does not work in SH/BT and you would have to make a custom ubersound.scr for the map.

Also, these lines do not look right.

$flak88_bomb_1 exec global/obj_dm.scr
$flak88_bomb_2 exec global/obj_dm.scr

I think SH/BT use a differnt path/script for bomb thinkers.