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Im completely new to all this
Posted: Thu Nov 25, 2004 9:56 pm
by JUDGE
Now ive seen a few posts on here that people think are totally making them out to be stupid but this question will bowl u over where do i put my script file for my map when it is completed?
u must be able to help me coz ya good a scripting im a total novice at all this please please help!

Posted: Thu Nov 25, 2004 10:00 pm
by agentmad007
at the same place where your .bsp stand .
If thas a dm or tdm map create a folder maps/dm and put .bsp and .scr within.
objective map ==> maps/obj folder
Posted: Thu Nov 25, 2004 10:08 pm
by JUDGE
Thank you that was a quick reply maybe i can get me bomber working now
ive made a basic map of a fibua village for our clan training it has a few faults on it that i need to iron out.
but thanx again for ya help on this subject!
Posted: Fri Nov 26, 2004 9:57 am
by JUDGE
My script file is in the folder maps and in another folder called dm but it still doesnt seem to work the other files which are in dm folder are -precache bsp min and my script which shows up as a screen saver. Here is another funny thing i never worked out how to use pakscape so i use winzip its well weired because all my pk3 files look like zip files but when i send them to other ppl they receive them as proper pk3 files which i like but ive never heard of any1 else doing this. Sound is another issue with my map ive worked out how to put the lighthouse sound onto my lift which i had to make from a door because my script file didnt work come to think of it all the stuff apart from my bomber on the map is non script but i would really like to get some machine gun sounds in the back ground to make my map come alive a bit more. (do u know if any1 has come up with the idea of a keypad coded lockable door which requires a code to enter it?)
Im sure u guys down in .MAP would know if this was possible.
Posted: Fri Nov 26, 2004 12:33 pm
by Splaetos
I use winzip, windows will show whatever icon it uses to open a file, but that really doesnt matter. Mine shows it as if its a winrar, cause winrar opens them for me, while I use winzip for archive them(I read long ago not to use winrar to archive, but no clue why).
If windows
isnt showing extensions on file the old way, it can be confusing, because pk3's will be listed as archives or whatever, even when they have the right extension. My windos configuration is as old school as can be, cause frankly, thier new setups suck.
You dont need the min, or other files in your folder, jsut the bsp and script. Oh, and you can jsut associate the .scr extension with whatever you open scripts with, and windows wont think its a screensaver anymore.
however, none of that matters for making your script work. MOH doesnt care what windows thinks of your files
as long as they are labeled and archived correctly
The important bit tho, is WHY is your script failing? Does console give you an error like map_blah blah.scr failed to load? (this would appear right after the map is loading, probably have to scroll up a bit to see it if dev mode is on)
the window related problem you ahve to watch for is double extensions, but from what you said about your friends getting pk3's, it seems that at least in that case, it is not a problem.
this is how most custom pk3's will look, though of course, global/models/sound folders may also exist at times.
Code: Select all
random.pk3 -> maps -> dm -> random.bsp
random.scr
-> scripts -> random.shader
-> textures -> random -> assorted.jpg
assorted.tga
-> mohmenu -> dmloading -> loading.jpg
-> ui -> randomloading.urc
Posted: Fri Nov 26, 2004 5:10 pm
by Green Beret
in your .scr make sure you have this line
Code: Select all
level waittill prespawn
level.script = maps/dm/mapname.scr
or if objective
level.script = maps/obj/mapname.scr
Posted: Fri Nov 26, 2004 11:03 pm
by JUDGE
Thanx for all the help guys
thats great hopefully i will have this problem sorted soon and then i can release my first map.

Posted: Fri Nov 26, 2004 11:44 pm
by JUDGE
u were right my console said script not properly loaded and then i found loads of other errors i didnt know about. This scripting is quite hard i dont mind the mapping side of it i grew up with building blocks if u know what i mean!
Posted: Fri Nov 26, 2004 11:55 pm
by Splaetos
console will usualy point you towards errors... even the line nnumber in the script more often then not, and look at the sample script in the tut section here to make sure you have all the right formats.
Posted: Sat Dec 18, 2004 4:51 pm
by JUDGE
my next problem is ive put a gas mask hud in my script it works thanx to At0mic but if u join the map say 4 seconds from the start u dont have a gas mask hud on any idea how to get rid of this so it doesnt matter what time u enter map u will be wearing a gas mask?

Posted: Sat Dec 18, 2004 5:19 pm
by At0miC
yes I gaved it him like this:
gasmask:
wait 1
huddraw_shader 200 "textures/hud/gasmask_overlay"
huddraw_align 200 left top
huddraw_rect 200 0 0 640 480
huddraw_virtualsize 200 1
huddraw_color 200 1 1 1
huddraw_alpha 200 1
end
But I don't know how to do it so you will get the gasmask anytime
Posted: Mon Dec 20, 2004 12:56 pm
by JUDGE
please help some1 with this problem its the last problem on my map before release!
