Page 1 of 1

PK3 problem

Posted: September 3rd, 2006, 2:00 pm
by All-Killer
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.

Posted: September 3rd, 2006, 2:14 pm
by Luke
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.

Posted: September 3rd, 2006, 2:17 pm
by All-Killer
Hmm thats not the problem because first that works fine.. but i gona test it
EDIT: No doenst workt still crash

Posted: September 3rd, 2006, 3:35 pm
by creator
send me it i test it i got time now

Posted: September 3rd, 2006, 7:05 pm
by creator
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

Posted: September 3rd, 2006, 7:07 pm
by All-Killer
Really thank you :D Why everyting was coppyed i really dont know.

Posted: September 3rd, 2006, 8:05 pm
by creator
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

Posted: September 3rd, 2006, 8:07 pm
by Soviet
calm down people, i dont want to have to open up a can of moderatorass

Posted: September 3rd, 2006, 11:28 pm
by Drofder2004
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.

Posted: September 4th, 2006, 2:18 pm
by All-Killer
Everything works fine now :D Thnx to creator :D

Posted: September 4th, 2006, 4:03 pm
by creator
np m8 o and 1 fire doesnt work i think u forgot to place it in i show u later :P