Will this work?
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Will this work?
Well as some of you may know, I have a problem with my scripts and it is because CoD4 is not loading my scripts altogether.
So my question is, Will reinstalling CoD4 help in any way towards my script problem?
And also if I reinstall CoD4, Would I be able to keep my profiles that contain my ranks on the CoDJumper servers?
So my question is, Will reinstalling CoD4 help in any way towards my script problem?
And also if I reinstall CoD4, Would I be able to keep my profiles that contain my ranks on the CoDJumper servers?
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Re: Will this work?
Ok thanks I'm gonna try this now.KillerSam wrote:1) POSSIBLYLawless wrote:Well as some of you may know, I have a problem with my scripts and it is because CoD4 is not loading my scripts altogether.
So my question is, Will reinstalling CoD4 help in any way towards my script problem?
And also if I reinstall CoD4, Would I be able to keep my profiles that contain my ranks on the CoDJumper servers?
2) Likely to be lost, but you can keep your configs.
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Re: Will this work?
Isn't it possible to backup your mpdata?KillerSam wrote:2) Likely to be lost, but you can keep your configs.
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Re: Will this work?
1.) Your code not working has nothing to do with the CoD4 install, so reinstalling it will not fix your problem.
2.) You can back up your profiles along with your rank.
2.) You can back up your profiles along with your rank.
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.
[...]
#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.
Re: Will this work?
Well it didnt work but I thought that something in CoD4 wasnt reading my scripts because theres no errors in the compiling process.Rezil wrote:1.) Your code not working has nothing to do with the CoD4 install, so reinstalling it will not fix your problem.
2.) You can back up your profiles along with your rank.
I did back up my profile and I have it has the same ranking on all servers.
Join my server @ 217.163.22.223:28960
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Re: Will this work?
The code is not checked at compile. Only after you run the map is the script checked so you either don't link the code properly(the easiest way would be to have a .gsc the same name as your map, or you could link inside that .gsc to other .gsc's - hope that makes sense) or you don't have a main .gsc.
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.
[...]
#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.
Re: Will this work?
Nahh KS already explaind it, he added text to the start of the main .gsc, [mp_lawless_v2.gsc], and it didnt appear.Rezil wrote:The code is not checked at compile. Only after you run the map is the script checked so you either don't link the code properly(the easiest way would be to have a .gsc the same name as your map, or you could link inside that .gsc to other .gsc's - hope that makes sense) or you don't have a main .gsc.
Its not my script thats not working because KS checked it and added the text.
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Re: Will this work?
Lawless wrote:Nahh KS already explaind it, he added text to the start of the main .gsc, [mp_lawless_v2.gsc], and it didnt appear.Rezil wrote:The code is not checked at compile. Only after you run the map is the script checked so you either don't link the code properly(the easiest way would be to have a .gsc the same name as your map, or you could link inside that .gsc to other .gsc's - hope that makes sense) or you don't have a main .gsc.
Its not my script thats not working because KS checked it and added the text.


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Re: Will this work?
Well the text didnt work, what does this mean, if it is the script thats the problem whats wrong with it?KillerSam wrote:Justified laugh - I never ruled your script out, I simply showed you how to debug it with iprint / dvar changes.Lawless wrote:Nahh KS already explaind it, he added text to the start of the main .gsc, [mp_lawless_v2.gsc], and it didnt appear.Rezil wrote:The code is not checked at compile. Only after you run the map is the script checked so you either don't link the code properly(the easiest way would be to have a .gsc the same name as your map, or you could link inside that .gsc to other .gsc's - hope that makes sense) or you don't have a main .gsc.
Its not my script thats not working because KS checked it and added the text.
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Re: Will this work?
Post it, there are at least 4 active advanced scripters on this forum.Lawless wrote:Well the text didnt work, what does this mean, if it is the script thats the problem whats wrong with it?

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Re: Will this work?
Drofder2004 wrote:Post it, there are at least 4 active advanced scripters on this forum.Lawless wrote:Well the text didnt work, what does this mean, if it is the script thats the problem whats wrong with it?
Code: Select all
main()
{
thread self_closing_doors();
}
self_closing_doors()
{
doors = getentarray("bounce_trig","targetname");
for(i=0; i<doors.size; i++)
{
doors[i] thread door_think();
}
}
door_think()
{
self.doormoving = false;
self.doormodel = getent(self.target, "targetname");
while(1)
{
self waittill("trigger");
if(!self.doormoving)
{
self thread door_move();
}
}
}
door_move()
{
self maps\mp\_utility::triggerOff();
self.doormoving = true;
self.doormodel rotateyaw(self.count, 2, 0.5, 0.5);
self.doormodel waittill("rotatedone");
wait (60);
self.doormodel rotateyaw((self.count * -1), 2, 0.5, 0.5);
self.doormodel waittill("rotatedone");
self maps\mp\_utility::triggerOn();
self.doormoving = false;
}
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Re: Will this work?
try this and tell us what it says
Code: Select all
main()
{
thread self_closing_doors();
}
self_closing_doors()
{
doors = getentarray("bounce_trig", "targetname");
for(i = 0; i < doors.size; i++)
doors[i] thread door_think();
}
door_think()
{
self.doormoving = false;
self.doormodel = getent(self.target, "targetname");
if (isDefined(self.doormodel))
iprintln("model defined");
while(1)
{
self waittill("trigger");
if(!self.doormoving)
self thread door_move();
}
}
door_move()
{
self maps\mp\_utility::triggerOff();
self.doormoving = true;
if (isDefined(self.count))
iprintln("rotating");
self.doormodel rotateyaw(self.count, 2, .5, .5);
self.doormodel waittill("rotatedone");
wait 60;
self.doormodel rotateyaw((self.count * -1), 2, .5, .5);
self.doormodel waittill("rotatedone");
self maps\mp\_utility::triggerOn();
self.doormoving = false;
}
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Re: Will this work?
Where is "self.count" defined?

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Re: Will this work?
he said it was defined in radiant:
key = count
value = 90
key = count
value = 90
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Re: Will this work?
Didn't see that.megazor wrote:he said it was defined in radiant:
key = count
value = 90
for the sake of testing, I would enter a value in the script and NOT in radiant.

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