Have questions about CoD4 mapping that aren't covered in the tutorials section? Post here!
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iCYsoldier
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by iCYsoldier » March 29th, 2010, 12:05 pm
Hey fellas,
When I build the fast file, it says "ERROR: Could not open mp/maps/mp_name.gsc"
What does this file do? Am I missing something?
Thanks guys

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Oi!mel
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by Oi!mel » March 29th, 2010, 12:20 pm
This file is importent. It descripes the main settings of the map. Here is a example.
Code: Select all
main()
{
maps\mp\mp_hill_fx::main();
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_hill");
VisionSetNaked( "mp_hill" );
ambientPlay("ambient_hill");
game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
}
As you see, you can set teams, there uniforms, the Compass, the ambient sound and the fx. All scripts you wanna add have to be linked in this .gsc
EDIT:
It is placed in raw/maps/mp/mp_yourmap.gsc
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Pedsdude
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by Pedsdude » March 29th, 2010, 5:30 pm
You don't necessarily need a .gsc file - if you don't want one then simply click the "Update Zone File" in the compiler tools and remove the line which has the .gsc file on, but as Oi!mel says, generally you should have one.
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iCYsoldier
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by iCYsoldier » March 30th, 2010, 6:20 am
Ah, ok guys thanks.
I checked the other .gsc files and found they opened in notepad. So I copied and pasted the code thet 'oi!mel' said, saved it as mp_name.gsc, and It worked

I hope I did the right thing..
Thanks again Oi!mel and Pedsdude.
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Pedsdude
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by Pedsdude » March 30th, 2010, 1:40 pm
iCYsoldier wrote:I hope I did the right thing..
Compile and see!

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iCYsoldier
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by iCYsoldier » March 31st, 2010, 11:52 am
Pedsdude wrote:iCYsoldier wrote:I hope I did the right thing..
Compile and see!

Ah.. well, it did work, but when I went to run it, I ended up getting a script compile error. So I deleted it. As you said, it wasn't completely necessary, so it's not big deal
Thanks

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Pedsdude
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by Pedsdude » March 31st, 2010, 2:57 pm
Load the map with /devmap and then look in console to see what the script compile error was - we can help you with it!
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Rezil
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by Rezil » March 31st, 2010, 3:13 pm
Set /developer 1, then reload your map, open the console and paste the error here.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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Drofder2004
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by Drofder2004 » March 31st, 2010, 8:23 pm
maps\mp\mp_hill_fx::main();
File does not exist.
Odds of 2/1 that the error is similar to the above...
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iCYsoldier
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by iCYsoldier » April 1st, 2010, 6:44 am
Drofder2004 wrote:maps\mp\mp_hill_fx::main();
File does not exist.
Odds of 2/1 that the error is similar to the above...
Lol, yeh.
Also, when I'm compiling the reflections I get this:
Code: Select all
Script Compile Error
Could not find 'animscripts/utility'
#include animscripts/utility;
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Rezil
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by Rezil » April 1st, 2010, 2:01 pm
Code: Select all
main()
{
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_hill"); //doubt you have one
VisionSetNaked( "mp_hill" ); //doubt you have one
ambientPlay("ambient_hill"); //doubt you have one
game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
}
Try this, if it doesn't work, try removing the lines where it says //doubt you have one.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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iCYsoldier
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by iCYsoldier » April 2nd, 2010, 6:17 am
Rez|l wrote:Code: Select all
main()
{
maps\mp\_load::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_hill"); //doubt you have one
VisionSetNaked( "mp_hill" ); //doubt you have one
ambientPlay("ambient_hill"); //doubt you have one
game["allies"] = "sas";
game["axis"] = "russian";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
}
Try this, if it doesn't work, try removing the lines where it says //doubt you have one.
Ah lovely, thanks Rez! Got rid of those errors

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iCYsoldier
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by iCYsoldier » April 2nd, 2010, 3:53 pm
Could I just ask one more question?
When I compile the map fast file, there is only one .ff in there. I looked at the other maps, seeing a _load.ff file aswell. What is that _load file? Is it significant?
Thanks

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Hoogie
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by Hoogie » April 2nd, 2010, 4:26 pm
Isn't that the load screen?
Not sure tough!
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iCYsoldier
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by iCYsoldier » April 2nd, 2010, 11:56 pm
Hoogie wrote:Isn't that the load screen?
Not sure tough!
Oh really? It's 1KB, that seems weird, but I see all the other maps have it. Oh well, ill try.
Thanks
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