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How do i Put objects on map, step by step please.
Posted: Sun Sep 19, 2004 2:12 pm
by Dark_Warwolf
Uh.....Im new here so....I was wodering if you guys can tell me how to put objects on maps like southern france?
And can it be step by step?

Posted: Sun Sep 19, 2004 2:58 pm
by strafer
Ok, I told you in my last post in the other thread that I already did that for someone and I gave you the link. Here it is again:
http://dynamic4.gamespy.com/~map/mohaa/ ... php?t=8824
Posted: Sun Sep 19, 2004 8:47 pm
by Dark_Warwolf
Yeah sorry i didnt find the other 1!
And thx
Posted: Sun Sep 19, 2004 9:33 pm
by Dark_Warwolf
Hey man ive done all those things but still it doesnt apear.
What i wanted to put is emitters/fire.tik on the center of the bridge.
is it like this?
// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm1"
// 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/mohdm1.scr
exec global/ambient.scr mohdm1
//exec global/ambient.scr mohdm2
//$world farplane 5000
//$world farplane_color (.333 .333 .329)
level waittill spawn
exec maps/dm/fix1.scr
local.fix1=spawn script_model
local.fix1 model "emitters/fire.tik
local.fix1.origin=(127.35 481.75 384.13)
local.fix1.angles=(14.62 1.79 0.00)
local.fix1 solid
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
Posted: Sun Sep 19, 2004 9:50 pm
by strafer
You missed something very simple...don't worry...everyone does this. I'll highlight what you left out in blue. You forgot to close the quotes.
local.fix1=spawn script_model
local.fix1 model "models/emitters/fire.tik"
local.fix1.origin=(127.35 481.75 384.13)
local.fix1.angles=(14.62 1.79 0.00)
local.fix1 solid
Posted: Sun Sep 19, 2004 10:24 pm
by Dark_Warwolf
Oh man snif...thank you very much snif

Posted: Sun Sep 19, 2004 10:42 pm
by Dark_Warwolf
Ok now its like this and either way it doesnt work the fire doesnt appear on the bridge....look the pk3 file is in the main folder and in the pk3, is...er
maps/dm/fix1.scr/obj.
So doesnt it supposed to be like copying the fix1.scr file in the pk5 maps/dm and put it in the fix1.scr and deleting the old 1 mohhdm1?
This is it
// SOUTHERN FRANCE
// ARCHITECTURE: SENN
// SCRIPTING: POWZER
main:
// set scoreboard messages
setcvar "g_obj_alliedtext1" "Southern France"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" ""
setcvar "g_obj_axistext2" ""
setcvar "g_obj_axistext3" ""
setcvar "g_scoreboardpic" "mohdm1"
// 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/mohdm1.scr
exec global/ambient.scr mohdm1
//exec global/ambient.scr mohdm2
//$world farplane 5000
//$world farplane_color (.333 .333 .329)
level waittill spawn
exec maps/dm/fix1.scr
local.fix1=spawn script_model
local.fix1 model "models/emitters/fire.tik"
local.fix1.origin=(46.90 421.22 384.13)
local.fix1.angles=(22.32 10.47 0.00)
local.fix1 notsolid
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
Posted: Sun Sep 19, 2004 11:04 pm
by strafer
No...don't delete anything. I don't understand what the fix1.scr file is for...your code that adds the fire is in the mohdm1.scr file.
Posted: Mon Sep 20, 2004 9:29 pm
by Grassy
Ok try this.
Code: Select all
//remove the models dir from this line.
//local.fix1 model "models/emitters/fire.tik"
//so it looks like this
local.fix1 model "emitters/fire.tik"
Grassy
Posted: Mon Sep 20, 2004 9:47 pm
by Dark_Warwolf
no thanks cause it worked in an other manner.
-pak5/map/dmmohdm1 then you open it and script it in this 1 without putting map/dmmohdm1/obj in main folder.
it worked!
but thanks!
Posted: Tue Sep 21, 2004 12:54 am
by Grassy
So what you are saying is you have edited the original scr in the original pk3 ??
Posted: Tue Sep 21, 2004 1:05 am
by Dark_Warwolf
Yep and it worked!
Posted: Wed Sep 22, 2004 8:04 pm
by strafer
Not a good idea to do that...
Posted: Fri Sep 24, 2004 8:00 am
by Grassy
Definatly not a good idea, if you only play single player you might be ok. But if you play online and that map comes up you will crash your game.
Posted: Fri Sep 24, 2004 2:32 pm
by lizardkid
you'll crash your game and need to reinstall since if client versions are diffeent from server, for safety reasons, the server crashes them.
also editing even SP maps can cause trouble with match programs like Reverand.