What is this crap?

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Alcoholic
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Posts: 1470
Joined: Sat May 17, 2003 5:57 am
Location: California
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What is this crap?

Post by Alcoholic »

Code: Select all

LOCALIZATION ERROR: 'maps/' does not have a localization entry
LOCALIZATION ERROR: 'File Name' does not have a localization entry
LOCALIZATION ERROR: 'Date' does not have a localization entry
LOCALIZATION ERROR: 'Size' does not have a localization entry
LOCALIZATION ERROR: '[obj]' does not have a localization entry
LOCALIZATION ERROR: ' 7/13/2003  2:19a' does not have a localization entry
LOCALIZATION ERROR: '[dm]' does not have a localization entry
LOCALIZATION ERROR: '[briefing]' does not have a localization entry
LOCALIZATION ERROR: 'garagetruck.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 5/25/2003  4:23p' does not have a localization entry
LOCALIZATION ERROR: 'myfirstmap.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 5/11/2003  0:14a' does not have a localization entry
LOCALIZATION ERROR: 'test_2muchlod.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 7/11/2003  2:53p' does not have a localization entry
LOCALIZATION ERROR: 'test_alliedraid.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 5/24/2003 10:42p' does not have a localization entry
LOCALIZATION ERROR: 'test_bulge.bsp' does not have a localization entry
LOCALIZATION ERROR: '12/10/2002 11:59a' does not have a localization entry
LOCALIZATION ERROR: 'test_cerebralarmor.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 7/16/2003  2:22p' does not have a localization entry
LOCALIZATION ERROR: 'test_firefight.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 5/11/2003  1:44a' does not have a localization entry
LOCALIZATION ERROR: 'test_introtruck.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/02/2003  7:56p' does not have a localization entry
LOCALIZATION ERROR: 'test_medictut.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 5/26/2003  1:43a' does not have a localization entry
LOCALIZATION ERROR: 'test_nogluetruck.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/22/2003  5:16p' does not have a localization entry
LOCALIZATION ERROR: 'test_opelslots.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/20/2003  6:14p' does not have a localization entry
LOCALIZATION ERROR: 'test_operationschnell.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/24/2003  0:47p' does not have a localization entry
LOCALIZATION ERROR: 'test_operationsieg.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/01/2003  8:55p' does not have a localization entry
LOCALIZATION ERROR: 'test_playerjeep.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/27/2003  5:31p' does not have a localization entry
LOCALIZATION ERROR: 'test_playersdkfz.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/22/2003  4:53p' does not have a localization entry
LOCALIZATION ERROR: 'test_playertiger.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/24/2003  0:22p' does not have a localization entry
LOCALIZATION ERROR: 'test_recovery.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/14/2003  2:41p' does not have a localization entry
LOCALIZATION ERROR: 'test_rockclip.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/14/2003  5:48p' does not have a localization entry
LOCALIZATION ERROR: 'test_sweepup.bsp' does not have a localization entry
LOCALIZATION ERROR: ' 6/28/2003  0:52p' does not have a localization entry
------ Server Initialization ------
Server: test_cerebralarmor
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
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/test_cerebralarmor.bsp, 0 )
^~^~^ Can't find textures/sky/mohday1.tga
bad token:
TOKEN_ELSE:
else

				else (global/bazooka_ai.scr, 103)
				^

^~^~^ Script file compile error:  Couldn't parse 'global/bazooka_ai.scr'
ScriptMaster::GetScript: Script 'global/bazooka_ai.scr' was not properly loaded

-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/tigertank.tik
-------------------- Actual Spawning Entities Done ------------------ 39 ms
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/tigercannon.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/vehicles/vehiclesoundentity.tik
0 teams with 0 entities
Adding script: 'test_cerebralarmor.scr'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army.tik
No friendly tanks!
2 entities spawned
19 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 1397 ms
------ Server Initialization Complete ------  2.14 seconds
SV packet loopback : connect
SVC_DirectConnect ()
>>>\challenge\0\qport\12220\protocol\8\rate\15000\dm_playergermanmodel\german_panzer_tankcommander\dm_playermodel\allied_airborne\name\Alcoholic\snaps\20<<<
version 8 connecting to 8
Going from CS_FREE to CS_CONNECTED for Alcoholic
CL packet loopback: connectResponse
Alcoholic : dropped gamestate, resending
SV_SendClientGameState() for Alcoholic
Going from CS_CONNECTED to CS_PRIMED for Alcoholic
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/test_cerebralarmor.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
DUPLICATE ALIASES: king_snd_doorclose and king_snd_doorclose
DUPLICATE ALIASES: tank_snd_doorclose and tank_snd_doorclose
DUPLICATE ALIASES: tank_snd_dooropen and tank_snd_dooropen
DUPLICATE ALIASES: sdkfz_snd_idle and sdkfz_snd_idle
Couldn't load sound: sound/amb/amb_machineloop_05.wav
Couldn't load sound: sound/mechanics/moh_cello3.wav
Couldn't load sound: sound/mechanics/moh_cello4.wav
Parse/Load time: 5.036000 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: 6.336000 seconds.
-------------UBERDIALOG DONE---------------

stitched 0 LoD cracks
...loaded 11 faces, 1 meshes, 0 trisurfs, 0 flares
R_LevelMarksLoad: maps/test_cerebralarmor.dcl not found
^~^~^ Can't find textures/menu/exit.tga
Couldn't find image for shader textures/menu/exit
^~^~^ Can't find vehicles/tigercannon.tik
Tiki:LoadFile Couldn't load vehicles/tigercannon.tik
RE_RegisterModel: Registration failed for 'vehicles/tigercannon.tik'
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:  0.00 seconds
CL_InitCGame: 12.13 seconds
Going from CS_PRIMED to CS_ACTIVE for Alcoholic
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/bazooka.tik
Saving to test_cerebralarmor0011 (autosave)...
SV_ArchiveLevelFile()
writing to: D:\Donny\Games\Medal of Honor Allied Assault\main\save\unnamedsoldier\test_cerebralarmor0011.sav
writing to: D:\Donny\Games\Medal of Honor Allied Assault\main\save\unnamedsoldier\test_cerebralarmor0011.sav
LOCALIZATION ERROR: 'Game Saved' does not have a localization entry
Game Saved
SV_ArchiveServerFile(true)
writing to: D:\Donny\Games\Medal of Honor Allied Assault\main\save\unnamedsoldier\test_cerebralarmor0011.ssv
Done.
Called FadeSound with: 0.000000
MUSIC: changing from [ none | none ] to [ normal | normal ]
^~^~^ Add the following line to the *_precache.scr map script:
cache models/player/american_army_fps.tik
LOCALIZATION ERROR: 'Time Left:' does not have a localization entry
LOCALIZATION ERROR: 'Health' does not have a localization entry
writing to: D:\Donny\Games\Medal of Honor Allied Assault\main\configs\unnamedsoldier.cfg
writing to: D:\Donny\Games\Medal of Honor Allied Assault\main\save\unnamedsoldier\test_cerebralarmor0011.tga
LOCALIZATION ERROR: 'Bazooka' does not have a localization entry
LOCALIZATION ERROR: 'Tiger Tank: ' does not have a localization entry
LOCALIZATION ERROR: ' percent.' does not have a localization entry
Tiger Tank: 80 percent.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/ammo/bazooka_shell.tik
Tiger Tank: 60 percent.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
Tiger Tank: 50 percent.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
Tiger Tank: 39 percent.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/p38.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/colt45.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/silencedpistol.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/m1_garand.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/springfield.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/kar98.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/kar98sniper.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/weapons/mp40.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/bar.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/mp44.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/m2frag_grenade_sp.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/steilhandgranate.tik
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate_primary.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'origin' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
TIKI_InitTiki: could not find surface 'tag_barrel' in 'models/projectiles/steilhandgranate.tik' (check referenced skb/skd files).
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/panzerschreck.tik
TIKI_InitTiki: could not find surface 'panzerschreck2' in 'models/weapons/panzerschreck.tik' (check referenced skb/skd files).
^~^~^ Add the following line to the *_precache.scr map script:
cache models/weapons/shotgun.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/papers.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/items/binoculars.tik
WARNING: reused image textures/effects/fire_ring.tga with mixed glWrapClampMode parm
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
Tiger Tank: 28 percent.
noclip ON
noclip OFF
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange) (global/cerebralarmor.scr, 158)
		if (isalive self && isalive local.player && ^

^~^~^ Script Error: Cannot cast 'int' to vector

xtank can not find a target. Waiting 6 seconds before another search.
noclip ON
----- 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
-----------------------

This is the code its referring to...

Code: Select all

xtank_findtarget local.sightrange:

	self.gotaim = 0
	self.gun1 setaimtarget NULL
	self.enemytarget = NIL
	self.attacking = 0
	for (local.i = 1; local.i <= level.otanks; local.i++)
	{
//		if (isalive self && isalive level.otank[local.i] && self.spotter cansee level.otank[local.i] 90.00 local.sightrange)
		if (isalive self && isalive level.otank[local.i] && sighttrace self.gun1.origin level.otank[local.i].origin 1 64 local.sightrange)
		{
			println (self + " has found a target " + level.otank[local.i])
			self.enemytarget = level.otank[local.i]
			self thread tank_attack local.sightrange
			end
		}
	}
	for (local.p = 1; local.p <= $player.size; local.p++)
	{
		local.player = $player[local.p]
//		if (isalive self && isalive $player[local.p] && self.spotter cansee $player[local.p] 90 local.sightrange)
		if (isalive self && isalive local.player && sighttrace self.gun1.origin local.player.origin 1 64 local.sightrange)
		{
			self.enemytarget = local.player
			self thread tank_attack local.sightrange
			end
		}
	}
	println (self + " can not find a target. Waiting 6 seconds before another search.")
	wait 6
	self thread xtank_findtarget local.sightrange
	end
Where does it get the int vector thing? Can anybody help? I need this fixed ASAP... Any help will be appreciated.



Note: This dotted line makes the page longer so the code is easier to read.

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