Shield

Donator
  • Content count

    60
  • Joined

  • Last visited

Everything posted by Shield

  1. Pic: http://prntscr.com/8cgbqh
  2. it isnt my internet. im sure. here is the speedtest check: http://prntscr.com/8cg6o5
  3. Hey all, i get today problems at the textures. In Radiant it looks so like it must be but in game it looks others... Pic in radiant: http://prntscr.com/89fmfe Pic ingame: http://prntscr.com/89fnw6 Can anyone help me to fix it pls ? Shield
  4. Ok. Thanks. It works :)
  5. Hey all, here is my 1 map, called mp_dr_shield. I wont release it or fix any bugs/songs. Download link: http://www.mediafire.com/download/hskizom1oe66tlm/mp_dr_shield.rar - traps : 17 - without traps: easy - with traps: easy/medium - 4 Rooms : Bounce, Sniper, Knife, Old - 1 Song (Can be activate through acti) Begin: Activator: Sniper: Bounce: Knife: More: Have fun with it. Shield
  6. @@BraXi: I wrote it bec. its my first map. And the first map, you shouldnt release and i tryed to fix something but my cod4 give me in my script a line error which dont excist.. i dont know how to fix a line which arent in script.... Maybe anyone can look on it ? I want to hear any feedback... that i make it at my next map better.
  7. i only release the topic. i mean with no release the map. Unoriginal traps ? is this important ? The Grid with this rainbow hands i cant fix... icant make a new grid bec if i do it cod4 loads everytime ffa backlot map.
  8. Hey Community, I have tried to import models with blender (model.export) to cod4 modtool.. But if i want to import them to modelexport it dont give me this addon. Its my first time with it maybe i die something wrong. But i installed new addon for this model export. But dont works.. Any Help pls ? Shield
  9. Hey all, if i test my map at the cod4.exe in modtools folder the music works. but if i play my map at normal cod4.exe in activision folder, or on servers, the music cant be loading. There come this error : Could't play Stream sound/music\ambient1.mp3 - unable to open. Ik why its unablte to open. But i tried alot things. But nothing works. Hope here can anyone help me. My Soundaliases: name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max???,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secon?nnel,type,probability,loop,masterslave,loadspec,subtitle,compression,secon?d?a?ryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage ambient1,,music/ambient1.mp3,0.5,0.5,ambience,,,,,ambient,streamed,,looping,,all_mp,,,,,, and my sound is in right folder.
  10. Oh yes... my false... Thanks. Now all works. Mark the post as answered.
  11. Ok. Here are the links of pics: http://prntscr.com/84mwg0 http://prntscr.com/84mx1s http://prntscr.com/84mxby http://prntscr.com/84mxj9
  12. Tryed it dont works... everytime the same error. soundaliases all right... zone files too... and at the modtools cod4 exe it works... why than not at the other servers or exe.... ? maybe i did something false in iwd ? but what you can do there false ? Can anyone have a look on it ?
  13. There dont miss anything... This is IWD : sound/music/ambient1.mp3 /party.mp3 images/iwis and in the zonefiles i have this: ignore,code_post_gfx_mp ignore,common_mp ignore,localized_code_post_gfx_mp ignore,localized_common_mp col_map_mp,maps/mp/mp_dr_shield.d3dbsp rawfile,maps/mp/mp_dr_shield.gsc impactfx,mp_dr_shield sound,common,mp_dr_shield,!all_mp sound,generic,mp_dr_shield,!all_mp sound,voiceovers,mp_dr_shield,!all_mp sound,multiplayer,mp_dr_shield,!all_mp fx,explosions/aa_explosion fx,lightshow/lightshow_small fx,fire/launchtube_fire_child fx,deathrun/greensmoke sound,ambient1,,all_mp sound,party,,all_mp I have looked at soundaliases, than on iwd folder if there all is right...
  14. Hey, I want to add 2 music.mp3 to my map, i writed the csv : ,name,name of the alias that is used to play this sound (required) ,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)" ,file,the name of the file that contains the sound data (required) ,vol_min,"0 is silent, 1 is full volume (default = 1)" ,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)" ,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range" ,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)" ,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)" ,dist_min,"within this distance in inches, the sound is always full volume (default = 120)" ,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff." ,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)" ,type,primed (a streamed sound which gets primed on some platforms) / streamed / loaded (default = loaded) ,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1) ,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")" ,masterslave,"if ""master"", this is a master sound. If a number, then this sound's volume will be multiplied by that number (a percentage between 0 and 1) any master sound is playing. If blank, then neither master nor slave." ,loadspec,"space-separated list of which maps should use this alias eg, ""burnville dawnville"". If blank, the alias is used on all maps." ,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe" ,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias)." ,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve' ,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by ,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'. ,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)" ,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound ,center percentage,this determines what percentage of the volume should be redirected to the center channel (equal percentage taken from all speakers). ,platform,"used by XMAUpdate to determine whether the alias should be processed for a particular platform. If blank, process for all platforms. Platforms are PC, XB, PS, WI. Multiple values should be separated by spaces. !PC will exclude alias from PC but include in all other platforms. PC will only include alias for PC. !PC XB is invalid." ,envelop_min,any sounds within this distance of the listener will use the full envelop percentage,,,,,,,,,,,,,,,,,,,,,,,,,, ,envelop_max,sounds between enevlop_min and envelop_max use a fraction of the envelop percentage,,,,,,,,,,,,,,,,,,,,,,,,,, ,envelop percentage,amount of omnidirectionality to apply,,,,,,,,,,,,,,,,,,,,,,,,,, ,mp_dr_shield soundaliases Data (c) Shield name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage #sounds ambient,0,mp_dr_shield/ambient1.mp3,0.9,,,,,,ambience,ambient,streamed,,looping,,all_mp,,,,,,,amb_front,nowetlevel fulldrylevel,0.3,, ambient,1,mp_dr_shield/party.mp3,0.9,,,,,,ambience,ambient,streamed,,looping,,all_mp,,,,,,,amb_front,nowetlevel fulldrylevel,0.3,, and i add at map.csv this: ignore,code_post_gfx_mp ignore,common_mp ignore,localized_code_post_gfx_mp ignore,localized_common_mp col_map_mp,maps/mp/mp_dr_shield.d3dbsp rawfile,maps/mp/mp_dr_shield.gsc impactfx,mp_dr_shield sound,common,mp_dr_shield,!all_mp sound,generic,mp_dr_shield,!all_mp sound,voiceovers,mp_dr_shield,!all_mp sound,multiplayer,mp_dr_shield,!all_mp fx,explosions/aa_explosion fx,lightshow/lightshow_small fx,fire/launchtube_fire_child fx,deathrun/greensmoke sound,music/ambient1,all_mp sound,music/party,all_mp now if i compile all, all working. But if i start the map it comes cant load ambient and cant load party..
  15. Hey Community, i search after a lvl editor which create ranks, with the xp amount. I have searched in the modtools folder but there isnt any programm for this. In Internet i found also nothing. Can anyone help me pls fast. Thanks.
  16. i have searched in modtools but i have only finded a rank.gsc, in this stand mp/ranktables.csv but this i cant find. I have dowloaded this levelmaker and there are the missing csvs too like rankTables,... here are the csv: M_FULL,rank_comm1,125490,deserteaglegold,,,,,55,55,,RANK_COMM_FULL maxrank,54 i put the last file out. the 1 are the lvl, the numbers after it i think the xp amount , and why come there rank_comm_Full and the rank_comm1, and the numbers after it ? the desert eagle at last file is this what the player get when he reached the lvl. and why than ,,,,, after that come the lvls 55,55,, and why the rank_comm_full ?
  17. With the Modbuilder or how ? What are the steps ? Which programms i need ?
  18. And how a script for it looks like to get it work? I dont have any experience with it.
  19. Ok. Thanks. How i can create myself ranks ? With scripting it ?
  20. Hey Forum, Today at testing a trap, at my map there come every time at pressing f an error ("unintialised variable "boom.origin") At this trap i want that there is playing a explosion which kills the players in this radius. My script: main() { maps\mp\_load::main(); game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "desert"; level._effect["c4explosion"] = loadfx ("explosions/aa_explosion"); thread trap8(); } trap8() { trigger = getEnt ("trig_trap8","targetname"); c4 = getent ("C4","targetname"); trigger waittill ("trigger",player); for(i=20; i>0; i--) iPrintLnBold(i); playfx(level._effect["c4explosion"], (boom.origin)) RadiusDamage (boom.origin, 500, 800,200, player); c4 delete(); } Idk why this error coming...
  21. Can anyone help me ?
  22. I meanboth first this with the custom fx at modtool. Bec. before this other way i have put a fx in map with _fx file with maps\mp\_fx::loadfx......... How i can create new fx, like electric or lights, etc ? i cant find any video about it. Sentrex i have seen you have some awesome fx. You have created this yourself ? how i can add sound to this fx ? must i write an extra csv file , or can i load it like an effect ?
  23. Thanks. It works :) Other question to fx. when i like to have fx like fire,airstrike,electric can i script it so like this too or must i create an extra _fx file ? Anyone have a good video how to create a own fx, i mean not this with changing the colours of the fx. I mean how to create new fx. I heard that sheep wizzard did a video about it but i cant find this.
  24. Hey, i have tested to run my map. At the first test all run ok, but at every contact with a trigger i got a script compile error like undefined object, cant load main, etc. at the 2 try the map cant be loaded more.. there come this error : and here is my script: main() { maps\mp\_load::main(); game["allies"] = "marines"; game["axis"] = "opfor"; game["attackers"] = "axis"; game["defenders"] = "allies"; game["allies_soldiertype"] = "desert"; game["axis_soldiertype"] = "desert"; //Waffen hinzufügen PreChacheItem ("weapon_g3_grenadier"); PreCacheItem ("weapon_ak74u_reflex_mp"); PreCacheItem ("weapon_brick_blaster_mp"); //start thread start(); thread weapon(); thread weapon1(); thread weapon2(); thread startdoor(); } start() { trigger = getEnt ("weap","targetname"); object = getEnt ("weap1","targetname"); trigger waittill ("trigger",player); wait(3); object moveZ (150,4); } weapon() { trig = getEnt ("g3","targetname"); for(;;) { trig waittill ("trigger",player); player GiveWeapon ("weapon_g3_grenadier"); player switchtoWeapon ("weapon_g3_grenadier"); player IprintLnBold ("You got the Amazing ^3G3!"); } } weapon1() { trig = getEnt ("ak","targetname"); for(;;) { trig waittill ("trigger",player); player GiveWeapon ("weapon_ak74u_reflex_mp"); player switchtoWeapon ("weapon_ak74u_reflex_mp"); player IprintLnBold ("You got this hot ^4ak74, ^5Have fun with it :D"); } } weapon2() { trig = getEnt ("brick","targetname"); for(;;) { trig waittill ("trigger",player); player GiveWeapon ("weapon_brick_blaster_mp"); player switchtoWeapon ("weapon_brick_blaster_mp"); player IprintLnBold ("^2Brick Blaster? ^4WTF!!! ^5Hahaha :D"); } } startdoor() { object = getEnt ("door","targetname"); wait(10); IprintLnBold ("Welcome to my first map Shield"); wait(5); IprintLnBold ("Map by Shield"); wait(3); IprintLnBold ("Have fun and enjoy it"); wait(3); object moveZ (150,3); } and when i like to press the use touch trigger to get a weap there come a script compile error (undefined object) . I dont know why this dont works... I hope you can help me there. Shield
  25. Yes i asked me too why this error was coming... when nothing is on this line.. but i fixed it. i forgot at startdoor after moveZ , the waittill ("movedone") now the most works. but question to the weaponselection. I have this script there : weapon() { trig = getEnt ("g3","targetname"); for(;;) { trig waittill ("trigger",player); wait 0.5; player giveWeapon ("plasma_mp"); player switchToWeapon ("plasma_mp"); player giveMaxAmmo ("plasma_mp"); wait 0.5; player IprintLnBold ("You got the Amazing ^3Plasmagun!"); } } weapon1() { trig = getEnt ("ak","targetname"); for(;;) { trig waittill ("trigger",player); wait 0.5; player giveWeapon ("deserteagle_mp"); player switchToWeapon ("deserteagle_mp"); player giveMaxAmmo ("deserteagle_mp"); wait 0.5; player IprintLnBold ("You got this hot ^3deserteagle, ^5Have fun with it :D"); } } weapon2() { trig = getEnt ("brick","targetname"); for(;;) { trig waittill ("trigger",player); wait 0.5; player giveWeapon ("portal_mp"); player switchToWeapon ("portal_mp"); player giveMaxAmmo ("portal_mp"); wait 0.5; player IprintLnBold ("^4WTF!!! ^5Hahaha :D"); } } Only at weapon1() i get a weapon. and at weapon and weapon 2 its only print... and i dont get this weapon. Are there some weapons which i cant get or ?