the Script works but the Texture in game wont load please help!!
This error i get. like its not loading the Texture i don't see why
these codes were made by boux but he i don't talk anymore so he wont help me so i need help please!!!
also the code works but the FX's dont load here all codes to run it please help!!
Code: Select all
Particle
{
count 1 2
life 1000
cullrange 1100
rotation 90 -110
rotationDelta 20 -20
velocity 0 0 5 0 0 1
gravity 13
rgb
{
start 0.1 0.3 0.9
end 0.3 0.3 0.75
flags linear
}
alpha
{
start 1
end 0.5
parm 0.15 0.25
flags linear
}
size
{
start 30 45
end 2 3
flags linear
}
shaders
[
fire/fire_ball_a
fire/fire_ball_b
fire/fire_ball_c
]
}
Code: Select all
gfx/effects/powerup
{
entityMergable
{
map gfx/effects/powerup.tga
blendfunc blend
rgbGen vertex
}
}
Code: Select all
powerMain()
{
level._effect["powerup"] = loadFx( "fx/effects/powerup.efx" );
level._effect["takepower"] = loadFx( "fx/effects/takepower.efx" );
level._effect["ghost"] = loadFx( "fx/effects/ghost.efx" );
level._effect["poweruppassive"] = loadFx( "fx/effects/poweruppassive.efx" );
level._effect["takepowerpassive"] = loadFx( "fx/effects/takepowerpassive.efx" );
level._effect["freeze"] = loadFx( "fx/effects/freeze.efx" );
level._effect["blind"] = loadFx( "fx/effects/blind.efx" );
level._effect["boom"] = loadFx( "fx/effects/hehe.efx" );
level._effect["teleport_in"] = loadFx( "fx/effects/teleport_in.efx" );
level._effect["teleport_out"] = loadFx( "fx/effects/teleport_out.efx" );
level._effect["invis"] = loadFx( "fx/effects/invis.efx" );
}
Callback_StartGameType()
{
thread spawnPowerUp();
precachemodel("xmodel/mp_crate_misc_red1");
precacheModel("xmodel/mp_crate_misc1_stalingrad");
precachemodel("xmodel/barrel_tan_snowy");
precachemodel("xmodel/barrel_black1_stalingrad");
precachemodel("xmodel/barrel_benzin");
precachemodel("xmodel/zomgah");
precacheString(&"^2Special^0-^2Power");
precacheString(&"^1None");
precacheString(&"^1Random^0-^1Teleport");
precacheString(&"^1Freeze^0-^1Enemies^0-^1In^0-^1Radius");
precacheString(&"^1Blind^0-^1Enemies^0-^1In^0-^1Radius");
precacheString(&"^1Ghost");
precacheString(&"^1Temporary^0-^1Invisibility");
precacheString(&"^1Drop^0-^1Enemy^0-^1Weapons");
precacheString(&"^1Explosive^0-^1Ammo");
precacheString(&"^1Unlimited^0-^1Ammo");
precacheString(&"^1Radar");
precacheString(&"^2Health");
precacheString(&"^2|");
precacheString(&"^4Passive^0-^4PowerUp");
precacheString(&"^1X2^0-^1Damage");
precacheString(&"^1Armor^0-^1Low^0-^1Quality");
precacheString(&"^1Armor^0-^1High^0-^1Quality");
precacheString(&"^1One^0-^1Shot^0-^1Kill");
precacheString(&"^1Temporary^0-^1Invulnerability");
precacheString(&"^1Great^0-^1Insight");
precacheShader("gfx/hud/objective.tga");
precacheShader("gfx/hud/objective_up.tga");
precacheShader("gfx/hud/objective_down.tga");
precacheItem("ghost_mp");
level.totalPowerUps = 0;
level.nbPowerUps = 0;
}
Callback_PlayerConnect()
{
self.passiveTime = 0;
self.god = false;
self.specialPower = "none";
self.passivePower = "none";
self thread doPassive();
self thread usePower();
}
spawnPlayer()
{
if(!isDefined(self.pers["savedmodel"]))
self maps\mp\gametypes\_teams::model();
else
self maps\mp\_utility::loadModel(self.pers["savedmodel"]);
self.god = false;
self.passiveTime = 0;
self.specialPower = "none";
self.passivePower = "none";
self.maxhealth = 100;
self powerText();
self passiveText();
self healthText();
self setClientCvar( "r_xdebug", "0" );
self setClientCvar( "developer", "0" );
if(isDefined(self.blindedBlack))
self.blindedBlack destroy();
self iprintln("^3Double press ^1[^7F^1] ^3button to use ^1P^7oweUps.");
}
powerText()
{
if(isDefined(self.powerText))
{
self.powerText destroy();
}
if(isDefined(self.powerTypeText))
{
self.powerTypeText destroy();
}
self.powerText = newClientHudElem( self );
self.powerText.x = 599;
self.powerText.y = 340;
self.powerText.alignX = "right";
self.powerText.alignY = "middle";
self.powerText.alpha = 1;
self.powerText.fontScale = 0.6;
self.powerText setText(&"^2Special^0-^2Power");
self.powerTypeText = newClientHudElem( self );
self.powerTypeText.x = 599;
self.powerTypeText.y = 350;
self.powerTypeText.alignX = "right";
self.powerTypeText.alignY = "middle";
self.powerTypeText.alpha = 1;
self.powerTypeText.fontScale = 0.6;
if(self.specialPower == "none")
self.powerTypeText setText(&"^1None");
else if(self.specialPower == "warp")
self.powerTypeText setText(&"^1Random^0-^1Teleport");
else if(self.specialPower == "transform")
self.powerTypeText setText(&"^1Transform");
else if(self.specialPower == "freeze")
self.powerTypeText setText(&"^1Freeze^0-^1Enemies^0-^1In^0-^1Radius");
else if(self.specialPower == "smoke")
self.powerTypeText setText(&"^1Smoke^0-^1Screen");
else if(self.specialPower == "blind")
self.powerTypeText setText(&"^1Blind^0-^1Enemies^0-^1In^0-^1Radius");
else if(self.specialPower == "invis")
self.powerTypeText setText(&"^1Ghost");
else if(self.specialPower == "speed")
self.powerTypeText setText(&"^1Temporary^0-^1Super^0-^1Speed");
else if(self.specialPower == "radar")
self.powerTypeText setText(&"^1Radar");
else if(self.specialPower == "god")
self.powerTypeText setText(&"^1Temporary^0-^1Invulnerability");
else if(self.specialPower == "drop")
self.powerTypeText setText(&"^1Drop^0-^1Enemy^0-^1Weapons");
}
passiveText()
{
if(isDefined(self.powerPassiveText))
{
self.powerPassiveText destroy();
}
if(isDefined(self.powerPassiveTypeText))
{
self.powerPassiveTypeText destroy();
}
self.powerPassiveText = newClientHudElem( self );
self.powerPassiveText.x = 599;
self.powerPassiveText.y = 370;
self.powerPassiveText.alignX = "right";
self.powerPassiveText.alignY = "middle";
self.powerPassiveText.alpha = 1;
self.powerPassiveText.fontScale = 0.6;
self.powerPassiveText setText(&"^4Passive^0-^4PowerUp");
self.powerPassiveTypeText = newClientHudElem( self );
self.powerPassiveTypeText.x = 599;
self.powerPassiveTypeText.y = 380;
self.powerPassiveTypeText.alignX = "right";
self.powerPassiveTypeText.alignY = "middle";
self.powerPassiveTypeText.alpha = 1;
self.powerPassiveTypeText.fontScale = 0.6;
if(self.passivePower == "none")
self.powerPassiveTypeText setText(&"^1None");
else if(self.passivePower == "one_shot")
self.powerPassiveTypeText setText(&"^1One^0-^1Shot^0-^1Kill");
else if(self.passivePower == "x2")
self.powerPassiveTypeText setText(&"^1X2^0-^1Damage");
else if(self.passivePower == "armor_low")
self.powerPassiveTypeText setText(&"^1Armor^0-^1Low^0-^1Quality");
else if(self.passivePower == "armor_high")
self.powerPassiveTypeText setText(&"^1Armor^0-^1High^0-^1Quality");
else if(self.passivePower == "insight")
self.powerPassiveTypeText setText(&"^1Great^0-^1Insight");
else if(self.passivePower == "explosive_ammo")
self.powerPassiveTypeText setText(&"^1Explosive^0-^1Ammo");
else if(self.passivePower == "infammo")
self.powerPassiveTypeText setText(&"^1Unlimited^0-^1Ammo");
}
healthText()
{
if(self.health >= 2000)
self.health = 2000;
if(self.maxhealth >= 2000)
self.maxhealth = 2000;
if(isDefined(self.healthText))
{
self.healthText destroy();
}
if(isDefined(self.healthCurrentText))
{
self.healthCurrentText destroy();
}
if(isDefined(self.healthMaxText))
{
self.healthMaxText destroy();
}
if(isDefined(self.healthBarText))
{
self.healthBarText destroy();
}
self.healthText = newClientHudElem( self );
self.healthText.x = 599;
self.healthText.y = 400;
self.healthText.alignX = "right";
self.healthText.alignY = "middle";
self.healthText.alpha = 1;
self.healthText.fontScale = 0.6;
self.healthText setText(&"^2Health");
self.healthCurrentText = newClientHudElem( self );
self.healthCurrentText.x = 585;
self.healthCurrentText.y = 410;
self.healthCurrentText.alignX = "right";
self.healthCurrentText.alignY = "middle";
self.healthCurrentText.alpha = 1;
self.healthCurrentText.fontScale = 0.6;
self.healthCurrentText setValue((int)(self.health));
self.healthBarText = newClientHudElem( self );
self.healthBarText.x = 588;
self.healthBarText.y = 410;
self.healthBarText.alignX = "center";
self.healthBarText.alignY = "middle";
self.healthBarText.alpha = 1;
self.healthBarText.fontScale = 0.6;
self.healthBarText setText(&"^2|");
self.healthMaxText = newClientHudElem( self );
self.healthMaxText.x = 591;
self.healthMaxText.y = 410;
self.healthMaxText.alignX = "left";
self.healthMaxText.alignY = "middle";
self.healthMaxText.alpha = 1;
self.healthMaxText.fontScale = 0.6;
self.healthMaxText setValue((int)(self.maxhealth));
}
usePower()
{
for(;;)
{
if(self useButtonPressed())
{
catch_next = false;
for(i=0; i<=0.25; i+=0.01)
{
if(catch_next && self useButtonPressed() && self.sessionstate == "playing")
{
if(self.specialPower == "warp")
{
self thread powerWarp();
}
else if(self.specialPower == "freeze")
{
self thread powerFreeze();
}
else if(self.specialPower == "blind")
{
self thread powerBlind();
}
else if(self.specialPower == "radar")
{
self thread powerRadar();
}
else if(self.specialPower == "invis")
{
self thread powerInvis();
}
else if(self.specialPower == "god")
{
self thread powerGod();
}
else if(self.specialPower == "drop")
{
self thread powerDrop();
}
else
{
self iprintlnbold("You currently have no special powers");
}
self.specialPower = "none";
catch_next = false;
self powerText();
}
else if(!(self useButtonPressed()))
{
catch_next = true;
}
wait 0.01;
}
}
self healthText();
wait 0.05;
}
}
powerWarp()
{
playFx( level._effect["teleport_in"], self.origin + (0,0,50) );
self iprintlnbold("^2Randomly Teleported.");
warptoplace = "mp_deathmatch_spawn";
place = getentarray(warptoplace, "classname");
self.where = randomint(place.size);
self setOrigin(place[self.where].origin);
self setPlayerAngles(place[self.where].angles);
playFx( level._effect["teleport_out"], self.origin + (0,0,50) );
}
powerRadar()
{
self iprintlnbold("^2Radar.");
players = getEntArray( "player", "classname" );
for(x = 0; x < (60 + randomint(30)); x++)
{
for(i = 0; i < players.size; i++)
{
if(players[i].pers["team"] != self.pers["team"])
{
objective_add(i, "current", players[i].origin, "gfx/hud/objective.tga");
objective_icon(i,"gfx/hud/objective.tga");
if(self.pers["team"] == "allies")
{
objective_team(i,"allies");
}
else if(self.pers["team"] == "axis")
{
objective_team(i,"axis");
}
}
}
wait 0.5;
for(i = 0; i < players.size; i++)
{
if(players[i].pers["team"] != self.pers["team"])
{
objective_delete(i);
}
}
}
}
powerFreeze()
{
self iprintlnbold("^2Freezing enemies near you.");
playFx( level._effect["freeze"], self.origin + (0,0,50) );
players = getEntArray( "player", "classname" );
for( i = 0; i < players.size; i++ )
{
if( self != players[i] && distance(self.origin, players[i].origin) <= 400 )
{
players[i] thread frozen(10 + randomint(6), self.name);
}
}
}
frozen( time, enemyname )
{
self iprintlnbold("^2Frozen for ^7" + time + "^2 seconds by ^7" + enemyname + "^2.");
wait 0.5;
self.frozenSpot = self getOrigin();
linker = spawn("script_origin", self.origin);
self linkto(linker);
for( i = ( time * 2); i > 0; i-- )
{
self setOrigin( self.frozenSpot );
if(!isAlive(self))
{
self unlink();
self setOrigin( self.frozenSpot );
i = 0;
}
wait 0.5;
}
linker delete();
self iprintlnbold("^2Not frozen anymore.");
}
powerDrop()
{
self iprintlnbold("^2Making Enemies around you drop their weapons.");
players = getEntArray( "player", "classname" );
for( i = 0; i < players.size; i++ )
{
if( self != players[i] && distance(self.origin, players[i].origin) <= 400 )
{
players[i] thread drop();
}
}
}
drop()
{
playFx( level._effect["powerup"], self.origin + (0,0,150) );
self iprintlnbold("^2Dropped all weapons.");
self dropItem( self getWeaponSlotWeapon( "primary" ) );
self dropItem( self getWeaponSlotWeapon( "primaryb" ) );
self dropItem( self getWeaponSlotWeapon( "pistol" ) );
self dropItem( self getWeaponSlotWeapon( "grenade" ) );
self dropItem( self getWeaponSlotWeapon( "smokegrenade" ) );
self dropItem( self getWeaponSlotWeapon( "satchel" ) );
self dropItem( self getWeaponSlotWeapon( "binocular" ) );
}
powerBlind()
{
self iprintlnbold("^2Blinding enemies near you.");
playFx( level._effect["blind"], self.origin + (0,0,50) );
players = getEntArray( "player", "classname" );
for( i = 0; i < players.size; i++ )
{
if( self != players[i] && distance(self.origin, players[i].origin) <= 450 )
{
players[i] thread blinded(10 + randomint(6), self.name);
}
}
}
blinded( time, enemyname )
{
self iprintlnbold("^2Blinded for ^7" + time + "^2 seconds by ^7" + enemyname + "^2.");
wait 0.5;
if(!isDefined(self.blindedBlack))
{
self.blindedBlack = newClientHudElem(self);
self.blindedBlack.archived = false;
self.blindedBlack.x = 0;
self.blindedBlack.y = 0;
self.blindedBlack.sort = -100;
self.blindedBlack setShader("black", 640, 800);
}
wait time;
if(isDefined(self.blindedBlack))
self.blindedBlack destroy();
self iprintlnbold("^2Not blind anymore.");
}
powerGod()
{
self.god = true;
time = 10 + randomint(11);
self iprintlnbold("^2Invulnerable for ^7" + time + "^2 seconds.");
wait time;
self iprintlnbold("^2Not Invulnerable Anymore.");
self.god = false;
}
powerInvis()
{
playFx( level._effect["invis"], self.origin + (0,0,50) );
self.transTime = 15 + randomint(11);
self iprintlnbold("^2Become a Ghost for ^7" + self.transTime + "^2 seconds.");
self detachAll();
self setModel("xmodel/zomgah");
self setweaponslotweapon("primary", "ghost_mp");
self switchToWeapon("ghost_mp");
for(i = self.transTime*4; i > 0; i--)
{
playFx( level._effect["ghost"], self.origin + (0,0,20) );
wait 0.25;
}
self setweaponslotweapon("primary", self.pers["spawnweapon"]);
self switchToWeapon(self.pers["spawnweapon"]);
self iprintlnbold("^2Not a Ghost anymore.");
if(!isDefined(self.pers["savedmodel"]))
self maps\mp\gametypes\_teams::model();
else
self maps\mp\_utility::loadModel(self.pers["savedmodel"]);
}
spawnPowerUp()
{
level.newPowerUp = false;
powerplace = "mp_deathmatch_spawn";
level.powerUp = getentarray(powerplace, "classname");
for(i = 0; i < level.powerUp.size; i++)
{
level.powerUp[i].exist = false;
}
for(;;)
{
wait (10 + randomint(8));
while(!level.newPowerUp && level.nbPowerUps < level.powerUp.size && level.nbPowerUps < 15)
{
num = randomint(level.PowerUp.size);
if(!level.powerUp[num].exist)
{
level.powerUp[num].exist = true;
level.newPowerUp = true;
level.nbPowerUps++;
level.totalPowerUps++;
wait 0.5;
if((level.totalPowerUps % 2) == 0)
level.powerUp[num] thread placePowerUp();
else
level.powerUp[num] thread placePowerUpPassive();
}
}
level.newPowerUp = false;
}
}
placePowerUp()
{
players = getEntArray( "player", "classname" );
self.origin = self.origin;
while(self.exist)
{
for(i = 0; i < players.size; i++)
{
if(distance(players[i].origin, self.origin + (0,0,25)) <= 100 && players[i].pers["team"] != "spectator")
{
if(players[i].specialPower != "none")
{
players[i] iprintlnbold("^2You already have a power.");
wait 0.5;
}
else
{
playFx( level._effect["takepower"], self.origin + (0,0,25));
self.exist = false;
level.nbPowerUps--;
players[i] thread givePower();
}
}
}
playFx( level._effect["powerup"], self.origin + (0,0,25));
wait 0.5;
}
}
placePowerUpPassive()
{
players = getEntArray( "player", "classname" );
self.origin = self.origin;
while(self.exist)
{
for(i = 0; i < players.size; i++)
{
if(distance(players[i].origin, self.origin + (0,0,25)) <= 100 && players[i].pers["team"] != "spectator")
{
playFx( level._effect["takepowerpassive"], self.origin + (0,0,25));
self.exist = false;
level.nbPowerUps--;
players[i] thread givePowerPassive();
}
}
playFx( level._effect["poweruppassive"], self.origin + (0,0,25));
wait 0.5;
}
}
givePower()
{
self.newPower = randomint(300) + 1;
if(self.newPower <= 50)
{
self.specialPower = "blind";
self iprintlnbold("^2New Power : ^7Blind Nearby Enemies^2.");
}
else if(self.newPower > 50 && self.newPower <= 100)
{
self.specialPower = "warp";
self iprintlnbold("^2New Power : ^7Random Teleportation^2.");
}
else if(self.newPower > 100 && self.newPower <= 150)
{
self.specialPower = "freeze";
self iprintlnbold("^2New Power : ^7Freeze Nearby Enemies^2.");
}
else if(self.newPower > 150 && self.newPower <= 200)
{
self.specialPower = "invis";
self iprintlnbold("^2New Power : ^7Ghost^2.");
}
else if(self.newPower > 200 && self.newPower <= 250)
{
self.specialPower = "drop";
self iprintlnbold("^2New Power : ^7Drop Nearby Enemies' Weapons^2.");
}
else if(self.newPower > 250 && self.newPower <= 300)
{
self.specialPower = "god";
self iprintlnbold("^2New Power : ^7Invincibility^2.");
}
self powerText();
}
givePowerPassive()
{
self.newPower = randomint(235) + 1;
if(self.newPower <= 25)
{
addhealth = randomint(150) + 250;
self iprintlnbold("^2Add to health : ^7" + addhealth + "^2.");
self.health += addhealth;
self.maxhealth += addhealth;
}
else if(self.newPower > 25 && self.newPower <= 40)
{
self iprintlnbold("^2Health ^7X2^2.");
self.health *= 2;
self.maxhealth *= 2;
}
else if(self.newPower > 40 && self.newPower <= 50)
{
self iprintlnbold("^2Health ^7X4^2.");
self.health *= 4;
self.maxhealth *= 4;
}
else if(self.newPower > 50 && self.newPower <= 55)
{
self iprintlnbold("^2Health ^7X8^2.");
self.health *= 8;
self.maxhealth *= 8;
}
else if(self.newPower > 55 && self.newPower <= 95)
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(30);
self.passivePower = "x2";
self iprintlnbold("^2X2 Damage : ^7" + self.passiveTime + "^2 seconds.");
}
else if(self.newPower > 95 && self.newPower <= 115)
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(30);
self.passivePower = "one_shot";
self iprintlnbold("^2One Shot Kill : ^7" + self.passiveTime + "^2 seconds.");
}
else if(self.newPower > 115 && self.newPower <= 155)
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(30);
self.passivePower = "armor_low";
self iprintlnbold("^2Armor : Low - ^7" + self.passiveTime + "^2 seconds.");
}
else if(self.newPower > 155 && self.newPower <= 180)
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(30);
self.passivePower = "armor_high";
self iprintlnbold("^2Armor : High - ^7" + self.passiveTime + "^2 seconds.");
}
else if(self.newPower > 180 && self.newPower <= 195)
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(30);
self.passivePower = "insight";
self iprintlnbold("^2See Through Walls : ^7" + self.passiveTime + "^2 seconds.");
self setClientCvar( "r_xdebug", "boxes" );
}
else if(self.newPower > 195 && self.newPower <= 210) // to test
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(16);
self.passivePower = "explosive_ammo";
self iprintlnbold("^2Temporary Explosive Ammo : ^7" + self.passiveTime + "^2 seconds.");
}
else if(self.newPower > 210 && self.newPower <= 235) // to test
{
self checkCurrentPassive();
self.passiveTime = 20 + randomint(16);
self.passivePower = "infammo";
self iprintlnbold("^2Temporary Unlimited Ammo : ^7" + self.passiveTime + "^2 seconds.");
self thread passiveInfAmmo();
}
self healthText();
self passiveText();
}
checkCurrentPassive()
{
if(self.passivePower != "none")
self.passivePower = "none";
self setClientCvar( "r_xdebug", "0" );
}
passiveInfAmmo()
{
while(self.passivePower == "infammo")
{
self setweaponslotammo("primaryb", "999");
self setweaponslotammo("pistol", "999");
self setweaponslotammo("primary", "999");
self setweaponslotammo("grenade", "999");
self setweaponslotclipammo("primaryb", "999");
self setweaponslotclipammo("primary", "999");
self setweaponslotclipammo("pistol", "999");
wait 0.5;
}
}
doPassive()
{
for(;;)
{
while(self.passiveTime > 0)
{
self.passiveTime -= 0.5;
wait 0.5;
}
if(self.passivePower == "insight")
self setClientCvar( "r_xdebug", "0" );
if(self.passivePower != "none")
self.passivePower = "none";
self passiveText();
wait 1;
}
}