Soviet's Mapping Help

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Re: Spawnpoints

Post by Drofder2004 » March 8th, 2006, 2:47 pm

Luke wrote:
Soviet wrote:oh, and is there anyway to reselect a brush after making it a structural object? cause i made a pyramid shape and i want to hollow it out cause it looks like crap
also you can make a deathmatch_intermission, which is like a camera that points to the area of the map when the map loads in game (not essential).
2 things.

Nobody read "Hollow" and said anything about CSG functions. Does nobody listen to me and my rants :P

DO NOT TOUCH HOLLOW! (In the stick, Caulks and its uses, that shows the real way of hollowing)
If you hollow a square, it is bad. But to hollow out a pyramid. Now that is going to cause bigger problems :P

And luke mentioned intermissions. Intermissions ARE required. At least one for each gametype you use. DM intermission is essential for ALL maps.

Intermissions are randomly selected for players when they connect, when they join spectator and when the map ends. CoDUOMaker, will not let you compile without an intermission.
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Post by Soviet » March 8th, 2006, 3:01 pm

don't worry, i read that afterwards and recreated the pyramid without hollowing it. Anyway, i think i understand the scripting in the .gsc file, and i understand how to make the trigger. But i don't know if there are any special settings i need to do to the trigger brush and i don't understand how that trigger brush is linked to the script in the .gsc file

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Post by Luke » March 8th, 2006, 3:03 pm

Intermissions ARE required. At least one for each gametype you use. DM intermission is essential for ALL maps.
Hmm ok, I know they should be included, but i've loaded maps fine without them before, it just points at like 0, 0, 0 or something(i think), so i'm not advising not to have an intermission :P

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Post by Drofder2004 » March 8th, 2006, 3:11 pm

Luke wrote:
Intermissions ARE required. At least one for each gametype you use. DM intermission is essential for ALL maps.
Hmm ok, I know they should be included, but i've loaded maps fine without them before, it just points at like 0, 0, 0 or something(i think), so i'm not advising not to have an intermission :P
Its the same as no spawn point, I believe in the gametype code, if no spawnpoints are found the game will still start, but it will automatically spawn it own.

Soviet...
The only requirement for using a gsc that interacts with stuff ingame is "targetnames"

make the Multiple Trigger then press n (with the trigger brush selected)

now type
Key:targetname
Value:<name>

where <name> is the name is something that makes that trigger individual (e.g factory_door)
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Post by Soviet » March 8th, 2006, 4:08 pm

ok, its not working and i don't see whats wrong. Here is my main .gsc file

Code: Select all

main()
{
	level._effect["fire"] = loadfx ("fx/fire/tinybon.efx");
	maps\mp\_fx::loopfx("fire", (-24, 8, 32), 0.4);

	ambientPlay("ambient_mp_dawnville");

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

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

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

	game["attackers"] = "allies";
	game["defenders"] = "axis";
}
here is my code for my .gsc for the sound

Code: Select all

main() 
{ 
   thread message1();
}

message1() 
{ 
messagetrig = getent ("fireburn","targetname"); 
alert = getent ("burning", "targetname"); 

while(1) 
{ 
messagetrig waittill ("trigger"); 

alert playsound("fireburn"); 

wait 3;
} 
}
and here is my .csv file

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Post by Drofder2004 » March 8th, 2006, 4:18 pm

Soviet wrote:

Code: Select all

main() 
{ 
   thread message1();
}

message1() 
{ 
messagetrig = getent ("fireburn","targetname"); 
alert = getent ("burning", "targetname"); 

while(1) 
{ 
messagetrig waittill ("trigger"); 

alert playsound("fireburn"); 

wait 3;
} 
}
For now, do not use the first GSC. simply name this gsc, the same as your map (it will be easier for problem solving).

Can you tell me what "alert" is?
If you have do not know what alert is, then theres your problem.

This would be my gsc.

Code: Select all

main() 
{ 
   thread message1();
}

message1() 
{ 
messagetrig = getent ("fireburn","targetname"); 
alert = getent ("burning", "targetname"); 

while(1) 
{ 
messagetrig waittill ("trigger",user); 

user playLocalSound("fireburn"); 

wait 3;
} 
}
In mine there are 2 changes.

first, you can see...

Code: Select all

("trigger",user);
This basically finds the user of the trigger. So whoever touches the trigger, the code calls them "user".

Code: Select all

user playLocalSound("fireburn");
This, tell "user" to play a local sound. A local sound is a sound which only they hear (hence Local). If you want it so everyone hears the sound when only 1 person touches the trigger, then change back to playSound.
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Post by Drofder2004 » March 8th, 2006, 4:20 pm

Also...

The name you use in your CSV is "burn" and in your gsc, you use "Fireburn".

They must be the same.
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Post by Soviet » March 8th, 2006, 4:31 pm

i did your changes but still nothing. The only other thing i can assume is that i did something wrong putting the actual trigger into the map. I made a brush, and it is sitting on top of the ground and goes up to head height. Its perimeter is in a square. Right after i created it, i opened up the menu thingy, double clicked on multiple_trigger, in key targetname, in value i put burning. Then i saved. Thanks for your help so far, i hope you can help me figure this out.

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Post by Drofder2004 » March 8th, 2006, 4:41 pm

Soviet wrote:i did your changes but still nothing. The only other thing i can assume is that i did something wrong putting the actual trigger into the map. I made a brush, and it is sitting on top of the ground and goes up to head height. Its perimeter is in a square. Right after i created it, i opened up the menu thingy, double clicked on multiple_trigger, in key targetname, in value i put burning. Then i saved. Thanks for your help so far, i hope you can help me figure this out.
Yep you done something wrong :P


Ok, delete whatever you have done as the trigger.

ok, load up the common textures (I hope by now you know how :P)
Then look for the trigger texture (black with trig written on it)
Now make a box out of this texture.
Now with the box selected, right click and select trigger then multiple.
Then press n.
now in the 2 boxes below (Key and Value type)

targetname
fireburn
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Post by Soviet » March 8th, 2006, 4:48 pm

still doesn't work....perhaps i should just send you the pk3 if you're willing to take a look at it?

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Post by Luke » March 8th, 2006, 5:59 pm

:? alert = getent ("burning", "targetname"); that would be the origin of the sound, did you create a script_model with a targetname "burning" ?
It seems like you've only created a trigger, but not the script_model.

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Post by Drofder2004 » March 8th, 2006, 6:05 pm

Luke wrote::? alert = getent ("burning", "targetname"); that would be the origin of the sound, did you create a script_model with a targetname "burning" ?
It seems like you've only created a trigger, but not the script_model.
Yep thats correct. Thats why I changed the code...

but after helping on msn, there are many map errors to deal with (which hopefully we have completed).

Testing gsc now :)
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Post by Soviet » March 8th, 2006, 6:36 pm

basically, it be one fucked up map :P

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Post by Drofder2004 » March 8th, 2006, 6:50 pm

Soviet wrote:basically, it be one fucked up map :P
Yes....


I mean no, your doing well for a beginner (seriously :P)

Anwyas, problem was the sound file (+ a few map and gsc erorrs)
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Post by Soviet » March 8th, 2006, 7:28 pm

lol, its really easy to take you seriously with a :P right after you say seriously. Looks like we finally got it working after copying all of luke's audio settings from jm_motion. Thanks a lot for all your help drofder :)

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