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Random crashes - qconsole.log

Posted: Sat Mar 06, 2010 12:19 pm
by Killerdude
I get random crashes with my map. Usually it's the first time after I modify my pk3 and try to run the game. If I try again without changing a thing it runs fine. Here is a console log

Code: Select all

sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
g_gametypestring will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: obj/midnightlaunch
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
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/rocketgood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/corona_red.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/smokestack1.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/electrical_switch_nopulse.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/waterfall.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/stuka_d.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/firesmoke.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/static/v2.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/dummy.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/trainswitch.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/pulse_explosive.tik
^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
Here is the log to a sucessful loading

Code: Select all

sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
g_gametypestring will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: obj/midnightlaunch
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
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/rocketgood.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/corona_red.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/smokestack1.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/electrical_switch_nopulse.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/waterfall.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/stuka_d.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/emitters/firesmoke.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/static/v2.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/dummy.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/animate/trainswitch.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/pulse_explosive.tik
^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd'
------ Server Initialization Complete ------  1.17 seconds
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------


-----------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.
Parse/Load time: 0.768000 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.
Parse/Load time: 0.172000 seconds.
-------------UBERDIALOG DONE---------------

stitched 42 LoD cracks
...loaded 10020 faces, 222 meshes, 0 trisurfs, 0 flares
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/night_stand/night_stand.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/grandfathers_clock/grandfathers_clock.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/haystack/haystack.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/w_parkbench/w_parkbench.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/vehicles/ktigertank/ktigertank.skc
WARNING- DOWNGRADING TO OLD ANIMATION FORMAT FOR FILE: models/static/hopechest/hopechest.skc
R_LevelMarksLoad: maps/obj/midnightlaunch.dcl not found
^~^~^ 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
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in '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
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_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:  0.00 seconds
CL_InitCGame:  2.94 seconds
Called FadeSound with: 0.000000
UnnamedSoldier has entered the battle
----- 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) -------
------- 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
-----------------------
I am not sure if it's the allied pilot model or if its the sound initialization right after. Does anyone have any ideas?

Posted: Mon Mar 15, 2010 6:44 pm
by jv_map
Hmm there is no serious error whatsoever in the first log... does the game crash completely (to desktop) or back to the main menu?

Posted: Fri Mar 19, 2010 4:39 am
by Killerdude
It crashes to the desktop.

Posted: Fri Mar 19, 2010 11:09 am
by jv_map
Hmm strange.

Does it happen only with this map or with the normal game too?

Posted: Tue Mar 23, 2010 2:36 am
by Killerdude
It only happens with this map. A lot of strange learning experiences happened with this map. I honestly can't remember when it started to crash. I might try to remove the sound files one by one. Could the scriptmaster randomly crash loading a sound file? I am not sure why I think it's sound related.

Posted: Fri Mar 26, 2010 2:23 pm
by jv_map
It's certainly a good idea to try to rule out various causes, so yeah try it without custom sounds and see if it helps.

We may be able to help you more if you post the script file (just paste it in entirety).

Posted: Sun Mar 28, 2010 12:57 am
by Killerdude
Here it is ....

Code: Select all

// MidnightLaunch_1.0 Beta
// SCRIPTING: KillerDude

 main:

   // scoreboard setup
   setcvar "g_obj_alliedtext1" "Stop the midnight V2"
   setcvar "g_obj_alliedtext2" "Rocket launch, set one"
   setcvar "g_obj_alliedtext3" "of the two bombs"
   setcvar "g_obj_axistext1"   "Defend the V2 Rocket"
   setcvar "g_obj_axistext2"   "from the Allied attack"
   //setcvar "g_obj_axistext3"   ""   
   setcvar "g_scoreboardpic" "midnightlaunch"  

   
   level waittill prespawn ////////////////////////////////////////////////////////////////////////////
    

   level.script = maps/obj/midnightlaunch_scr.scr
   //$world farplane 5000//fog is optional. quote it out if you like.
   //$world farplane_color (.333 .333 .329)
   
   exec global/DMprecache.scr
   exec global/bomber.scr  
   exec global/ambient.scr m6l1a // dogs barking muhahahaha
   thread global/exploder.scr::main  
   
     
   local.master = spawn ScriptMaster
   local.master aliascache snd_organ sound/organ.mp3 soundparms 4.0 0.2 1.0 0.2 1200 2000 auto loaded maps "obj dm"
   local.master aliascache snd_waterpipe sound/water-flowing3.wav soundparms 0.3 0.2 1.0 0.2 500 1000 auto loaded maps "obj dm"
   local.master aliascache snd_fan_start sound/fanstart.wav soundparms 0.7 0.2 1.0 0.2 500 1000 auto loaded maps "obj dm"
   local.master aliascache snd_fan_loop sound/fanloop.wav soundparms 0.7 0.2 1.0 0.2 500 1000 auto loaded maps "obj dm"
   local.master aliascache snd_fan_stop sound/fanstop.wav soundparms 0.7 0.2 1.0 0.2 500 1000 auto loaded maps "obj dm"
   local.master aliascache snd_electric sound/earcing.wav soundparms 0.7 0.2 1.0 0.2 500 500 auto loaded maps "obj dm"
   local.master aliascache snd_rocketlaunch sound/295645_SOUNDDOGS_RO.wav soundparms 0.3 0.2 1.0 0.2 500 1000 auto loaded maps "obj dm"
   local.master remove  
 
   $smoke1 bind $v2_model
   $smoke1 anim stop
   $smoke2 bind $v2_model
   $smoke2 anim stop
   $smoke3 bind $v2_model
   $smoke3 anim stop
   $smoke4 bind $v2_model
   $smoke4 anim stop
   $flame bind $v2_model
   $exploderchunk bind $v2_model
   $chunk1 bind $v2_model
   $chunk2 bind $v2_model
   $chunk3 bind $v2_model
   $chunk4 bind $v2_model
   $chunk5 bind $v2_model
   $chunk6 bind $v2_model
   $chunk7 bind $v2_model
   $chunk8 bind $v2_model
   $chunk9 bind $v2_model
   $chunk10 bind $v2_model
   $v2toptrigger bind $v2_model
   $v2bottombomb bind $v2_model
   $v2bottomtrigger bind $v2_model
   $v2topbomb bind $v2_model
   $v2caulk bind $v2_model
   
   $spark loopsound snd_electric
   $waterpipe1 loopsound snd_waterpipe

   thread activate_gate_switch
           
   // Fan related threads
   waitthread init_fan
   
      
   level waittill spawn  ///////////////////////////////////////////////////////////////////////////////

   level.bomb_damage = 200
   level.bomb_explosion_radius = 500
   level.defusing_team = "axis"
   level.planting_team = "allies"
   level.targets_to_destroy = 1
   
   

   // set the parameters for this round/wave based match
   level.dmrespawning = 0 // 1 **wave based** or 0 **round based**
   level.dmroundlimit = 5 // round time limit in minutes


   level waittill roundstart	// comment out to test  ///////////////////////////////////////////////

   level.roundstarttime = level.time
   
   $v2topbomb thread global/obj_dm.scr::bomb_thinker 
   $v2bottombomb thread global/obj_dm.scr::bomb_thinker 

   $v2topbomb thread allies_win_bomb $v2topbomb $v2bottombomb
   $v2topbomb thread axis_win_timer

   $fantrigger thread monitor_fan_switch $fancone $fan_wind_trigger
   $fancone thread monitor_fan_speed

   $fan2trigger thread monitor_fan_switch $fan2cone fan2_wind_trigger
   $fan2cone thread monitor_fan_speed
   
   end // end main


///////////////////////
//    Axis Victory   //
///////////////////////

axis_win_timer:
  wait .1
  local.time_remaining_secs = level.dmroundlimit * 60 + level.roundstarttime - level.time
     
  if (local.time_remaining_secs == 60)
      { 
        // 30 seconds till launch so open doors
        $launchdoor1 open $launchdoor_player
        $launchdoor2 open $launchdoor_player
        iprintln "Opening launch bay doors ... 1 minute till launch"
      }

  if (local.time_remaining_secs == 16)
      {  
        // 11 seconds left fire up engines        
        $v2_model playsound snd_rocketlaunch   
        $smoke1 anim start
        $smoke2 anim start
        $smoke3 anim start
        $smoke4 anim start
       }
        
  if (local.time_remaining_secs == 6)
        exec global/earthquake.scr 14 .5 0 0

  if (local.time_remaining_secs == 0)
       
      {             
        $v2_model moveup 150
        $v2_model time 2
        $v2_model waitmove
        $v2_model moveup 400
        $v2_model time 2
        $v2_model waitmove
        $v2_model moveup 3000
        $v2_model time 2
        $v2_model waitmove   
        $v2_model hide
        $smoke1 anim stop
        $smoke2 anim stop
        $smoke3 anim stop
        $smoke4 anim stop 
        
        if (level.bombs_planted > 0)
           {
              $v2topbomb stoploopsound
              $v2bottombomb stoploopsound
              $v2topbomb thread global/obj_dm.scr::bomb_explode
              teamwin allies
           }
        teamwin axis
      }

  goto axis_win_timer
end

/////////////////////////
//    Allied Victory   //
/////////////////////////

allies_win_bomb local.bomb1 local.bomb2:

	while ((local.bomb1.exploded != 1) && (local.bomb2.exploded != 1))
		wait .1             
		
	teamwin allies
end


////////////////////
//      Fans      //
////////////////////


init_fan:  // Fan initialization
	
// bind fans to cones so that 
// rotation point is center of fan

	// Fan at top of V2
	$topfan bind $fancone
	
	// Fan at bottom of V2
	$bottomfan bind $fan2cone
	
end	// end init_fan


// I made this comlicated because I was going for the effect of
// the fan starting slow and accelerating to top speed.

monitor_fan_speed:
       while(1){  // constanly check the fan speed & adjust accordingly
		
		if (self.isfanon == 1){			
			if (self.FanSpeed < self.TerminalVelocity){ // only speed up if not at max speed
				self.ClockTick++
				self.FanSpeed = self.AccelerationTweak*(self.ClockTick*self.ClockTick)
		
				if (self.FanSpeed > self.TerminalVelocity){
					self.FanSpeed = self.TerminalVelocity}}}  // set to full speed			
			
		else{	if (self.FanSpeed != 0){ // only slow down if the fan is moving
				self.ClockTick--
				self.FanSpeed = self.AccelerationTweak*(self.ClockTick*self.ClockTick)	
		
				if (self.FanSpeed <= 0){
					self.FanSpeed = 0}}}  // set to stopped

                if (self.RotationDirection == 1)
		    {
                      self rotateY self.FanSpeed                      
                    }
                if (self.RotationDirection == 2)
		    self rotateZ self.FanSpeed
                if (self.RotationDirection == 3)
		    {
                      self rotateZ self.FanSpeed                      
                    }
		wait self.TickTime

	waitframe
	} // end while(1)  
end


monitor_fan_switch local.fan local.wind: // This thread monitors the fan switch and toggles
			                 // the fan on and off. It also plays the sounds for the fan.
	while (1){
		self waittill trigger	 // wait till switch is thrown

		// when we toggle the fan, we want the sound to change
		// first we shut of any sounds that may be playing
		local.fan stoploopsound
		local.fan stopsound

		if (local.fan.isfanon == 1)
			{ // if the fan is on, shut it off
			local.wind nottriggerable // Turn off push trigger
			local.fan playsound snd_fan_stop
			iprintln "A ventilation fan has been shut off"
			local.fan.isfanon = 0
			}
		else	{ // if the fan is off, turn it on
                        iprintln "A ventilation fan has been turned on"	
			local.wind triggerable // Turn on push trigger
			local.fan playsound snd_fan_start
			wait 2
			local.fan loopsound snd_fan_loop					
			local.fan.isfanon = 1
			}
	waitframe
	}
end	// end fan_switch_monitor



////////////////////
//  Gate Switch   //
////////////////////

activate_gate_switch:
	
	$gatepost bind $gate
	$gate_hurt_trigger bind $gate

	local.gatestatus = 0
	
	while (1){
	$gate_trigger waittill trigger
	$gate_switch playsound lighthouse_lever

	if (local.gatestatus == 0)
		{
		$gate_switch anim move		
		$gate moveup 60
		$gate waitmove		
		
		local.gatestatus = 1}
	else
		{
		$gate_switch anim idle
		$gate movedown 60	
                $gate waitmove		

		local.gatestatus = 0}

	waitframe
	} // while(1)
end



////////////////////
// Drowning At V2 //
////////////////////

v2_drowning_pool:
	parm.other hurt 5
	wait 1
end

/////////////////////
// Ligntning Shock //
/////////////////////

lightning_shock:
	parm.other hurt 100
end

/////////////////////
//   Play Organ    //
/////////////////////

 play_organ:
	$organ_speaker playsound snd_organ wait
        waittill sounddone
 end



Posted: Sun Mar 28, 2010 9:23 pm
by jv_map
Rumor has it that the line

Code: Select all

local.master remove
causes random crashes :?

Posted: Mon Mar 29, 2010 6:48 am
by ViPER
:D hehee