PK3 problem

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All-Killer
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PK3 problem

Post by All-Killer » September 3rd, 2006, 2:00 pm

Finally my map works again (ak_woods) but there is a little problem. Wen i compiled my map and zip it to a pk3 with the script etc. it wont load in cod and my cod crash. Wen i only use the BSP to load the map there are no problems. So i think the problem is in the script.

Here the scipts.

ak_woods:

Code: Select all

main()

{	
	maps\mp\_load::main();
	maps\mp\spin::main();
	maps\mp\message::main();
level._effect["fire"] = loadfx ("fx/fire/barrelfire.efx");
maps\mp\_fx::loopfx("fire", (3322, 1118, 85), 0.5);
maps\mp\_fx::loopfx("fire", (3322, 1704, 85), 0.5);
maps\mp\_fx::loopfx("fire", (3224, 1118, 85), 0.5);
maps\mp\_fx::loopfx("fire", (3224, 1414, 85), 0.5);
maps\mp\_fx::loopfx("fire", (3224, 1702, 85), 0.5);
maps\mp\_fx::loopfx("fire", (2899, 1118, 85), 0.5);
maps\mp\_fx::loopfx("fire", (2899, 1414, 85), 0.5);
maps\mp\_fx::loopfx("fire", (2899, 1702, 85), 0.5);
maps\mp\_fx::loopfx("fire", (2799, 1118, 85), 0.5);
maps\mp\_fx::loopfx("fire", (2799, 1414, 85), 0.5);
maps\mp\_fx::loopfx("fire", (2799, 1703, 85), 0.5);
maps\mp\_fx::loopfx("fire", (3322, 1118, 313), 0.5);
maps\mp\_fx::loopfx("fire", (3322, 1704, 313), 0.5);
maps\mp\_fx::loopfx("fire", (3224, 1118, 313), 0.5);
maps\mp\_fx::loopfx("fire", (3224, 1414, 313), 0.5);
maps\mp\_fx::loopfx("fire", (3224, 1702, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2899, 1118, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2899, 1414, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2899, 1702, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2799, 1118, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2799, 1414, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2799, 1703, 313), 0.5);
maps\mp\_fx::loopfx("fire", (3323, 1414, 313), 0.5);
maps\mp\_fx::loopfx("fire", (2328, 888, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2146, 1000, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2558, 1006, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2560, 1158, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2144, 1162, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2148, 1300, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2558, 1296, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2558, 1420, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2146, 1420, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2560, 1578, 368), 0.5);
maps\mp\_fx::loopfx("fire", (2146, 1576, 368), 0.5);
level._effect["smoke"] = loadfx ("fx/smoke/ash_smoke.efx");
maps\mp\_fx::loopfx("smoke", (3322, 1118, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (3322, 1704, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (3224, 1118, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (3224, 1414, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (3224, 1702, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (2899, 1118, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (2899, 1414, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (2899, 1702, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (2799, 1118, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (2799, 1414, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (2799, 1703, 127), 0.7);
maps\mp\_fx::loopfx("smoke", (3322, 1118, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (3322, 1704, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (3224, 1118, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (3224, 1414, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (3224, 1702, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (2899, 1118, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (2899, 1414, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (2899, 1702, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (2799, 1118, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (2799, 1414, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (2799, 1703, 355), 0.7);
maps\mp\_fx::loopfx("smoke", (3323, 1414, 355), 0.7);

	game["allies"] = "american";
	game["axis"] = "german";

	game["american_soldiertype"] = "airborne";
	game["american_soldiervariation"] = "normal";
	game["german_soldiertype"] = "wehrmacht";
	game["german_soldiervariation"] = "normal";

	game["attackers"] = "allies";
	game["defenders"] = "axis";
}
Spin:

Code: Select all

main()
{
maps\mp\_load::main();

thread ak_woods_spin1();
thread ak_woods_spin2();
}

ak_woods_spin1()
{
spin = getent("ak_woods_spinning1","targetname");
while (1)
{

spin rotateyaw(-360, 5);

spin waittill("rotatedone");
}
}

ak_woods_spin2()
{
spin = getent("ak_woods_spinning2","targetname");
while (1)
{

spin rotateyaw(-360, 5);

spin waittill("rotatedone");
}
}
Message:

Code: Select all

main()
{
maps\mp\_load::main();

thread message1();
}

message1()
{
trigger = getent("trig_message1","targetname");
while(1)
{
trigger waittill ("trigger",user);
iprintlnbold ("^1C^7ongratulations " + user.name + " ^1Y^7ou have found the first peace of the artifact^1!");
user iprintlnbold("^1N^7ow go find the second peace of the artifact^1!");
wait 2;
}
}
I hope you see the problem.
Image

Luke
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Post by Luke » September 3rd, 2006, 2:14 pm

I thought you needed the level._effect line before each of the maps\mp\_fx::loopfx. Might be wrong but thats the only way i've seen it. Does the game crash completely or do you get an error message? check console.
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All-Killer
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Post by All-Killer » September 3rd, 2006, 2:17 pm

Hmm thats not the problem because first that works fine.. but i gona test it
EDIT: No doenst workt still crash
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Post by creator » September 3rd, 2006, 3:35 pm

send me it i test it i got time now
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Post by creator » September 3rd, 2006, 7:05 pm

fixed his bugs + sended .map + bsp
script bugs, and his whole map got coppy'd so all multiple's were 2 of them and gave errors
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All-Killer
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Post by All-Killer » September 3rd, 2006, 7:07 pm

Really thank you :D Why everyting was coppyed i really dont know.
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creator
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Post by creator » September 3rd, 2006, 8:05 pm

lol... starting like this again? last time people asked: post here what u u did to fix it so other people can learn about it
stfu sam
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Soviet
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Post by Soviet » September 3rd, 2006, 8:07 pm

calm down people, i dont want to have to open up a can of moderatorass

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Drofder2004
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Post by Drofder2004 » September 3rd, 2006, 11:28 pm

Luke wrote:I thought you needed the level._effect line before each of the maps\mp\_fx::loopfx. Might be wrong but thats the only way i've seen it. Does the game crash completely or do you get an error message? check console.
As long as it is defined before it is used it is fine... e.g

Code: Select all

level._effect["fire"] = loadfx ("fx/fire/barrelfire.efx");
maps\mp\_fx::loopfx("fire", (3322, 1118, 85), 0.5); 
level._effect["smoke"] = loadfx ("fx/fire/barrelfire.efx");
maps\mp\_fx::loopfx("smoke", (3322, 1118, 85), 0.5);
^ that is allowed.

Code: Select all

level._effect["fire"] = loadfx ("fx/fire/barrelfire.efx");
maps\mp\_fx::loopfx("fire", (3322, 1118, 85), 0.5); 
maps\mp\_fx::loopfx("smoke", (3322, 1118, 85), 0.5);
evel._effect["smoke"] = loadfx ("fx/fire/barrelfire.efx");
^ that is not allowed.
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All-Killer
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Post by All-Killer » September 4th, 2006, 2:18 pm

Everything works fine now :D Thnx to creator :D
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Post by creator » September 4th, 2006, 4:03 pm

np m8 o and 1 fire doesnt work i think u forgot to place it in i show u later :P
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