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can not load

Posted: Sun Jun 06, 2004 4:36 pm
by mercutio
hi, im relatively new to mapping and i started working on a new map, but sadly i saved it and i cant open it back up it comes up with an erro that says it cant open adialog.cfg it asks me if i would like to edit my preferences before closing mohradiant down but i cant open the file back up.

Is there anyway to fix this?

also does anyone know the maximum depth of water that a player in mohaa can wade in?

thanks for any help

.map file

Posted: Sun Jun 06, 2004 5:12 pm
by tltrude
You can open your map's .map file with Wordpad or NotePad. You may get lucky and find the error in the text. Entities will be at the bottom of the page. It should look something like this at the top.

{
"sunflarename" "none"
"ambientlight" "17 17 17"
"suncolor" "65 65 65"
"classname" "worldspawn"
// brush 0
{
etc........

======================

Players are 96 uints high. To keep thier heads above water, I would think the depth should be around 80.

Posted: Sun Jun 06, 2004 5:34 pm
by mercutio
so the fact that i can't save it is because of an error when making the map, is the best thing to do just completely start again, i have sent the map file to a friend and they can open it fine. Reinstalling mohradient hasnt done anything...

Posted: Sun Jun 06, 2004 6:06 pm
by blue60007
Mercutio, in the folder in which radiant is installed, you should see a folder called 'radiant_ai_cfg' In this folder you should see a file: 'aidialog.cfg'

I believe it either goes there or with the file 'mohradiant.exe' I've got it in both, so try both places. If you don't have this file here is the content of that file:

Code: Select all

// behavior-specific key pairs have the following syntax:
//
// <keyname> string "<default_string>" ? help_text
// <keyname> value <default> <min> <max> <slow_spin> <fast_spin> ? help_text
//
// min, max, slow_spin, and fast_spin must be integers

// keys for curious should be placed in type_idle

type_idle
{
	idle
	{
		sound_awareness	value	100 0 100 1 10	? percent chance to notice a sound within half the sound's range, fades to zero outside range
		noticescale	value	100 1 500 5 10	? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
		fixedleash	value	0 0 1 1 1	? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
		enemysharerange	value	0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
		voicetype	string "" ? letter for the AI's voice type; leave blank for a random voice each map
	}

	patrol
	{
		patrolpath	string	""		? name of a pathnode or waypoint to use as the patrol path
		waittrigger value 0 0 1 1 1		? set to 1 to wait until triggered
		sound_awareness	value	100 0 100 1 10	? percent chance to notice a sound within half the sound's range, fades to zero outside range
		noticescale	value	100 1 500 5 10	? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
		fixedleash	value	0 0 1 1 1	? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
		enemysharerange	value	0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
		voicetype	string "" ? letter for the AI's voice type; leave blank for a random voice each map
	}

	runner
	{
		patrolpath	string	""		? name of a pathnode or waypoint to use as the patrol path
		waittrigger value 0 0 1 1 1		? set to 1 to wait until triggered
		sound_awareness	value	100 0 100 1 10	? percent chance to notice a sound within half the sound's range, fades to zero outside range
		noticescale	value	100 1 500 5 10	? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
		fixedleash	value	0 0 1 1 1	? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
		enemysharerange	value	0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
		voicetype	string "" ? letter for the AI's voice type; leave blank for a random voice each map
	}

	machinegunner
	{
		turret string ""			? name of turret being used
		sound_awareness	value	100 0 100 1 10	? percent chance to notice a sound within half the sound's range, fades to zero outside range
		noticescale	value	100 1 500 5 10	? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
		fixedleash	value	0 0 1 1 1	? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
		enemysharerange	value	0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
		voicetype	string "" ? letter for the AI's voice type; leave blank for a random voice each map
	}

	balcony_idle
	{
		sound_awareness	value	100 0 100 1 10	? percent chance to notice a sound within half the sound's range, fades to zero outside range
		noticescale	value	100 1 500 5 10	? multiplier in time to notice an enemy (default 100, half as big notices twice as fast)
		fixedleash	value	0 0 1 1 1	? if non-zero, the leash will never auto-reset; if zero, the leash may auto-reset
		enemysharerange	value	0 0 16384 16 256 ? sets the range outside which the AI will not receive notification that a teammate has a new enemy
		voicetype	string "" ? letter for the AI's voice type; leave blank for a random voice each map
		balconyheight value 128 0 1024 16 64 ? minimum height AI must fall to do a balcony death
	}
}

type_attack
{
	turret
	{
		accuracy value 20 0 100 1 10 ? percent chance to hit 
		ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
	}

	cover
	{
		accuracy value 20 0 100 1 10 ? percent chance to hit 
		ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
	}

	alarm
	{
		alarmnode string "" ? name of entity to use as alarm node
		alarmthread string "" ? thread to call when actor reaches alarm node
		accuracy value 20 0 100 1 10 ? percent chance to hit 
		ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
	}

	machinegunner
	{
		turret string "" ? name of turret being used
		accuracy value 100 0 100 1 10 ? percent chance to hit 
		ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
	}

	balcony_attack
	{
		accuracy value 100 0 100 1 10 ? percent chance to hit 
		ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
	}

	weaponless
	{
		ammo_grenade value 0 0 4 1 1 ? number of grenades the guy starts with
	}
}

type_disguise
{
	salute
	{
		disguise_range	value	256 32 16384 32 128	? maximum distance AI can be for them to do disguise behavior
		disguise_period	value	15 1 3600 1 10		? minimum time between repititions of disguise behavior
	}

	sentry
	{
		disguise_range	value	256 32 16384 32 128	? maximum distance AI can be for them to do disguise behavior
		disguise_accept_thread	string	""			? thread to call when actor reaches alarm node
		disguise_period	value	15 1 3600 1 10		? minimum time between repititions of disguise behavior
		disguise_level value	1 1 2 1 1			? level of papers required for success
	}

	officer
	{
		disguise_range	value	256 32 16384 32 128	? maximum distance AI can be for them to do disguise behavior
		disguise_period	value	15 1 3600 1 10		? minimum time between repititions of disguise behavior
	}

	rover
	{
		disguise_range	value	256 32 16384 32 128	? maximum distance AI can be for them to do disguise behavior
		disguise_period	value	15 1 3600 1 10		? minimum time between repititions of disguise behavior
	}

	none
	{
	}

	machinegunner
	{
	}

	balcony_disguise
	{
	}
}

type_grenade
{
	grenade
	{
		gren_awareness	value	10 0 100 1 10	? chance that an AI will notice a grenade when they can see it
	}

	machinegunner
	{
	}

	balcony_grenade
	{
	}
}
Copy and paste that into notepad and save it as aidialog.cfg

I don't know about the wading in water thing. :oops:

Posted: Sun Jun 06, 2004 6:31 pm
by Kate
wading in water - Well the player is 96 units tall so if it was me I would work down from that in increments of 16 units. Just an idea

Kate

Mohradiant

Posted: Sun Jun 06, 2004 8:04 pm
by tltrude
There must be a bad copy of MOHAATools around somewhere. Where did you download it?

Posted: Sun Jun 06, 2004 9:07 pm
by mercutio
thanks for your help guys :D

Posted: Sun Jun 06, 2004 9:10 pm
by mercutio
i copied and pasted and saved as .cfg but still the same problem is occuring :S

Posted: Sun Jun 06, 2004 9:18 pm
by mercutio
i got my copy of mohaatools from eagames site

i still cant get the map to load :@ anyone out there who can help? i did that with the aidialog.cfg and saved it in the same location but the damn error came up :(

Posted: Mon Jun 07, 2004 7:39 pm
by mercutio
:D :D :D :D yay the noob fixed his problems, thanks to the help guys im sure i will need it again in the near future :D