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Re: Spawnpoints
Posted: March 8th, 2006, 2:47 pm
by Drofder2004
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
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
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.
Posted: March 8th, 2006, 3:01 pm
by Soviet
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
Posted: March 8th, 2006, 3:03 pm
by Luke
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

Posted: March 8th, 2006, 3:11 pm
by Drofder2004
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

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)
Posted: March 8th, 2006, 4:08 pm
by Soviet
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

Posted: March 8th, 2006, 4:18 pm
by Drofder2004
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...
This basically finds the user of the trigger. So whoever touches the trigger, the code calls them "user".
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.
Posted: March 8th, 2006, 4:20 pm
by Drofder2004
Also...
The name you use in your CSV is "burn" and in your gsc, you use "Fireburn".
They must be the same.
Posted: March 8th, 2006, 4:31 pm
by Soviet
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.
Posted: March 8th, 2006, 4:41 pm
by Drofder2004
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
Ok, delete whatever you have done as the trigger.
ok, load up the common textures (I hope by now you know how

)
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
Posted: March 8th, 2006, 4:48 pm
by Soviet
still doesn't work....perhaps i should just send you the pk3 if you're willing to take a look at it?
Posted: March 8th, 2006, 5:59 pm
by Luke

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.
Posted: March 8th, 2006, 6:05 pm
by Drofder2004
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

Posted: March 8th, 2006, 6:36 pm
by Soviet
basically, it be one fucked up map

Posted: March 8th, 2006, 6:50 pm
by Drofder2004
Soviet wrote:basically, it be one fucked up map

Yes....
I mean no, your doing well for a beginner (seriously

)
Anwyas, problem was the sound file (+ a few map and gsc erorrs)
Posted: March 8th, 2006, 7:28 pm
by Soviet
lol, its really easy to take you seriously with a

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
