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Problem with the map in SH only
Posted: Sun Dec 11, 2005 11:36 am
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.
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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?
AA
Posted: Sun Dec 11, 2005 11:53 am
by tltrude
Far as I know, AA models don't work in Spearhead because the model system is a little different.
Re: AA
Posted: Sun Dec 11, 2005 11:55 am
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?
Posted: Sun Dec 11, 2005 4:12 pm
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.
Posted: Mon Dec 12, 2005 6:58 am
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.
Posted: Mon Dec 12, 2005 7:14 pm
by ViPER
Yea,
also -
set developer 1
Posted: Mon Dec 12, 2005 8:59 pm
by Sgt KIA
Viper wrote:Yea,
also -
set developer 1
I have that, among other settings, in the start up line.
Posted: Fri Dec 16, 2005 6:42 am
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,
Posted: Fri Dec 16, 2005 5:21 pm
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?
Posted: Fri Dec 16, 2005 6:34 pm
by Sgt KIA
its v. 2.15.
Posted: Tue Jan 03, 2006 1:07 am
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.
Posted: Tue Jan 03, 2006 8:35 am
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.
Posted: Tue Jan 03, 2006 8:09 pm
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.