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Newbie: made map, when choose weapon get error

Posted: Sun Dec 08, 2002 8:27 pm
by RCMblade
I have made a small map for a test, but when I go to run it in MOHAA it loads but after I choose my team and then choose my weapon, it closes out to the main MOHAA screen and says cannot load 0.tga shader. Any ideas? I have include mymap.scr with the line of code that should load all of the weapons, but is there anything I am forgetting?

Help??

Posted: Tue Dec 10, 2002 1:15 am
by RCMblade
can anyone help?

Posted: Tue Dec 10, 2002 1:45 am
by Innkeeper
Is this a DM map? If so, you need not add anything to the "yourmap.scr", it's only neccessary for single player maps.

nothing??

Posted: Tue Dec 10, 2002 3:37 am
by RCMblade
map name is test2, do you mean test3.scr should have nothing. This is what I have:

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "Test Map!"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "mymap"

// call additional stuff for playing this map round based is needed
if(level.roundbased)
thread roundbasedthread

level waittill prespawn

//*** Precache Dm Stuff
exec global/DMprecache.scr

level.script = maps/dm/test3.scr
exec global/ambient.scr test3

level waittill spawn

end

//-----------------------------------------------------------------------------

roundbasedthread:

// Can specify different scoreboard messages for round based games here.

level waittill prespawn

level waittill spawn

// set the parameters for this round based match
level.dmrespawning = 0 // 1 or 0
level.dmroundlimit = 5 // round time limit in minutes
level.clockside = kills // set to axis, allies, kills, or draw

level waittill roundstart

end

and when I go to choose my weapon (after I choose my team) it exits out of my map and goes back to the main MOHAA screen. It does let me float around my map and spectate, but not join.

mistake

Posted: Tue Dec 10, 2002 3:38 am
by RCMblade
I mean the name of the map is test3, not test2

Posted: Tue Dec 10, 2002 7:46 am
by jv_map
Rename your map to something that doesn't contain 'test'.

Posted: Tue Dec 10, 2002 2:05 pm
by Innkeeper
Sorry, I guess I wasn't very clear. What I meant was that you need not add any thing special in the script. I agree with jv_map, that using "test" might be the problem. This is a word that you can add to beginning of your map's name so that you can have weapons in a single player map without a lot of fuss. Use it just for testing, because it adds a lot of extra overhead, as I understand.

Tried That

Posted: Tue Dec 10, 2002 4:37 pm
by RCMblade
I renamed the level to room. My only other question is what should be contained in the room_precache.scr?? I have one line in there, that DM/precache.scr line. You have already seen my room.scr is there anything I am missing??

Could it be a problem when I made the map??

Also, I have this map in the map/dm/ folder...should it be out in the main folder in a .pk3 file?

Posted: Tue Dec 10, 2002 5:50 pm
by General Death
Also, I have this map in the map/dm/ folder...should it be out in the main folder in a .pk3 file?
>>> .bsp files go in the main/map/dm folder. (can be obj depending on the type of map)
>>> .pk3 files go in the main folder.

I know

Posted: Wed Dec 11, 2002 1:25 am
by RCMblade
I know that, the question I was asking was whether it made a difference where the file was located...I just need to be able to load the files for the weapons, this is the obvious question...

I took a look at the DM/precache.scr file or whatever it is, and it has all of the textures for the weapons, well the call to load them, this is obviously not functioning correctly for my map...