Have questions about CoD4 mapping that aren't covered in the tutorials section? Post here!
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Mooselflies
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Post
by Mooselflies » June 12th, 2011, 5:06 pm
i get a error with the last line b4 the } which says that it is a syntax error
Code: Select all
#include maps\_utility;
#include common_scripts\utility;
#include maps\_anim;
#include maps\_vehicle_aianim;
#include maps\orchtest;
#using_animtree ("generic_human");
anim_main()
{
thread blackhawk_anims();
}
#using_animtree( "vehicles" );
blackhawk_anims()
{
level.scr_anim[ "blackhawk" ][ "idle" ][ 0 ] = %blackout_bh_evac_heli_idle;
level.scr_anim[ "blackhawk" ][ "landing" ] = %blackout_bh_evac_heli_land;
level.scr_anim[ "blackhawk" ][ "rotors" ] = %bh_rotors;
level.scr_animtree[ "blackhawk" ] = #animtree;
}
player_heli_ropeanimoverride()
{
tag = "TAG_FastRope_RI";
model = "rope_test_ri";
snipeanim = %armada_blackhawk_sniper_idle_fastrope80;
idleanim = %armada_blackhawk_sniper_idle_loop_fastrope80;
dropanim = %armada_blackhawk_sniper_drop_fastrope80;
array = [];
array[ "TAG_FastRope_RI" ] = spawnstruct();
self.attach_model_override = array; // gets rid of blackhawks standard fastrope stuff for this rig
rope = spawn("script_model", level.player.origin);
rope setmodel (model);
rope linkto (self, tag, (0,0,0),(0,0,0));
rope useanimtree (#animtree);
// flag_wait ("snipefromheli");
//self notify ("groupedanimevent","snipe"); //tells the ai to snipe.
//maps_vehicle_aianim::animontag( rope, tag, snipeanim );
thread player_heli_ropeanimoverride_idle( rope, tag, idleanim );
self waittill ("unload");
level.player thread play_loop_sound_on_entity("fastrope_loop_plr");
//maps_vehicle_aianim::animontag( rope, tag, dropanim );
wait getanimlength( dropanim ) - .2;
level.player stop_loop_sound_on_entity("fastrope_loop_plr");
rope unlink();
level.player thread play_sound_on_entity("fastrope_end_plr");
wait 10;
rope delete(); // possibly do something to delete when the player is not looking at it.
}
player_heli_ropeanimoverride_idle( guy, tag, animation )
{
self endon ("unload");
while(1)
maps_vehicle_aianim::animontag( guy, tag, animation );
}
its trying to get a rappeling helicopter to work
Last edited by
Drofder2004 on June 12th, 2011, 6:00 pm, edited 1 time in total.
Reason: [code=cod]
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Drofder2004
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Post
by Drofder2004 » June 12th, 2011, 6:01 pm
Code: Select all
maps_vehicle_aianim::animontag( guy, tag, animation );
should be
Code: Select all
maps\_vehicle_aianim::animontag( guy, tag, animation );
Or simply:
because you already have the "
#include maps\_vehicle_aianim;" on the top...
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Mooselflies
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Post
by Mooselflies » June 12th, 2011, 6:16 pm
syntax error @ 2nd last line
Code: Select all
#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#include maps\_vehicle_aianim;
main()
{
default_start( ::ride_start ); //ACTIVE IT
precachemodel( "fastrope_arms" );
maps\_blackhawk::main( "vehicle_blackhawk" );
maps\_load::main();
maps\orchtest_anim::anim_main();
}
loadplayer( position, animfudgetime )
{
if ( getdvar( "fastrope_arms" ) == "" )
setdvar( "fastrope_arms", "0" );
if ( !isdefined( animfudgetime ) )
animfudgetime = 0;
assert( isdefined( self.riders ) );
guy = undefined;
for ( i = 0; i < self.riders.size; i++ )
{
if ( self.riders[ i ].pos == position )
{
guy = self.riders[ i ];
guy.drone_delete_on_unload = true;
guy.playerpiggyback = true;
break;
}
}
animpos = anim_pos( self, position );
guy notify( "newanim" );
guy detachall();
guy setmodel( "fastrope_arms" );
guy useanimtree( animpos.player_animtree );
guy_idle( guy, position );
level.player playerlinktodelta( guy, "tag_player", 1.0, 60, 28, 30, 30, true ); //number 6 seat
level.player freezecontrols(false);
guy hide();
animtime = getanimlength( animpos.getout );
animtime -= animfudgetime;
self waittill( "unload" );
if ( getdvar( "fastrope_arms" ) != "0" )
guy show();
level.player disableweapons();
guy notsolid();
wait animtime;
level.player unlink();
level.player enableweapons();
}
ride_start()
{
heli_trigger = getent( "heli_trigger", "targetname" );
heli_trigger notify ( "trigger" );
level.player_heli = waittill_vehiclespawn_noteworthy( "players_helicopter" );
level.player_heli thread mapsorchtest_anim::player_heli_ropeanimoverride();
level.player_heli thread loadplayer( 3 );
}
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Drofder2004
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Post
by Drofder2004 » June 12th, 2011, 7:23 pm
does:
mapsorchtest_anim.gsc exist?
Or should it be: maps\orchtest_anim?
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IzNoGoD
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by IzNoGoD » June 12th, 2011, 7:56 pm
Mooselflies wrote:
Code: Select all
while(1)
    maps_vehicle_aianim::animontag( guy, tag, animation );
}
Are you sure there shouldnt be a wait in this?
LMGTFY!
Its not a glitch... Its the future!
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Drofder2004
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Post
by Drofder2004 » June 12th, 2011, 8:28 pm
IzNoGoD wrote:Mooselflies wrote:
Code: Select all
while(1)
    maps_vehicle_aianim::animontag( guy, tag, animation );
}
Are you sure there shouldnt be a wait in this?
I checked this first, but this is exactly how IW has done it.
Edit:
guy waittillmatch( flag, "end" );
Inside the function "animontag".
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Mooselflies
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by Mooselflies » June 13th, 2011, 10:14 am
Drofder2004 wrote:IzNoGoD wrote:Mooselflies wrote:
Code: Select all
while(1)
    maps_vehicle_aianim::animontag( guy, tag, animation );
}
Are you sure there shouldnt be a wait in this?
I checked this first, but this is exactly how IW has done it.
Edit:
guy waittillmatch( flag, "end" );
Inside the function "animontag".
doesn't work still a syntax error with line 69
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Drofder2004
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Post
by Drofder2004 » June 13th, 2011, 11:15 am
Mooselflies wrote:doesn't work still a syntax error with line 69
level.player_heli thread mapsorchtest_anim::player_heli_ropeanimoverride();
"mapsorchtest_anim" - What is it, because it is not a raw file
"maps\orchtest_anim" is also not a raw file...
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