Scillman

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Posts posted by Scillman


  1. Yeah but the menufile does not exist because it's a menudef in a different menufile which is already added to the csv and im not sure you can add menudefs.

     

    The problem is that if i add the menudef to menus.gsc it will look for a menufile but without it added it won't work at all.

     

    Thanks a lot for the fast reply tho.

     

    So you say you have multiple 'menuDef { ... }' in a single .menu file am I right?

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  2. Okay so as I posted in the shoutbox I am looking for a good tutorial regarding bounce jumps. This is in Radiant not in the game.  ;)

     

    Thus far I found no articles/topics that are useful when it comes to making bounce jumps in Radiant. The best sources thus far are these (my opinion)

    From what I understood @@Sentrex made a tutorial about this once, however no link was provided.

     

     

    What I am looking for is not just make it at this angle and this distance as I want to make them at varying distances as well.

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  3. Maybe you shouldn't try to suicide the level entity.

     

    level thread shop1();
    ...
    self suicide();
    main()
    {
        thread door();
        thread spawnwave();
        thread shop1();
        thread shop2();
        thread shop3();
    }
     
    door()
    {
        object = getEnt("door", "targetname");
     
        wait 14;
     
        iPrintLnBold("^1Door is opening");
        object moveZ(200, 6);
    }
     
    spawnwave()
    {
        wave = getEnt("wave", "targetname");
        killtrigger = getEnt("killwave", "targetname");
     
        killtrigger enablelinkto();
        killtrigger linkto(wave);
     
        wait 20;
     
        wave moveY(-3000, 3);
        wave waittill("movedone");
     
        wait 2;
     
        wave moveZ(-1200, 3);
    }
     
    shop1()
    {
        shop = getEnt("shop1","targetname");
        trig = getEnt("shop1_trig","targetname");
        trig sethintstring("Buy whine here!");
     
        for (;;)
        {
            trig waittill("trigger", player);
            player suicide();
        }
    }
     
    shop2()
    {
        stand = getEnt("stand","targetname");
        trig = getEnt("stand_trig","targetname");
        trig sethintstring("Buy a room here!");
     
        for (;;)
        {
            trig waittill("trigger", player);
            player suicide();
        }
    }
     
    shop3()
    {
        weap = getEnt("shop2","targetname");
        trig = getEnt("shop2_trig","targetname");
        trig sethintstring("Buy a weapon here!");
        trig waittill("trigger", player);
     
        iPrintLnBold("Go away, Go away! Something will kill you!");
        wait 2;
     
        iPrintLnBold("In:");
        wait 1;
     
        for (i = 5; i >= 1; i--)
        {
            iPrintLnBold(i);
            wait 1;
        }
     
        iPrintLnBold("The Bomb is exploded!");
    }
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  4. HEy could anyone help me in putting a mod on a cod4 server? When the game is loading it says the mod is being played, but when you enter the server its just the usual game.

     

    What mod are you trying to play in the first place? And did you launch your game with:

    +set fs_game "mods/your_mod_name_here"

    Edit: check that you have the mod.ff and the *.iwd files as well.

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  5. i want to edit some UI buttons in Singleplayer.

    Change the New game with my own button and make a mission select of my maps.

     

    But how can i do it when my changes in UI files are not shown in my mod?

    I made a mod.csv and in it i included the edited main.menu file that is located in cod4/mods/mymod/ui

    then in Modbuilder i did this.

    http://qs.lc/asmqd

    And when i build the mod fast file and iwd and run the game with the mod i see no changes in UI.

    background works sounds work but not the UI.

    Need help!

     

    Menus won't get included when there are compile errors, aka if you maybe forget one ) you're done for.

     

    P.s. people actually use that builder  :o

    P.s. P.s. TeamViewer is always at your service* if ofcourse you add me on Steam  :P  (SteamID: Scillman)

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  6. 1. Put all the mod files into you mod directory.

    2. Remove the raw directory (used for compilations of reflections) and extract the original (from the modtools v1 zip)

    3. Remove scripts during compilation, with this I mean the code not the actual files.

    4. Compile!

    5. Add the scripts back.

    6. Build your FF and IWD files.

     

    When reading this you should be done  :rolleyes:

     

    P.s. I hope you do not use

    +set fs_game mods/phelixdeathrun +set g_gametype deathrun +set developer 1 +set r_fullscree

    during compile...

     

     

    Edit: main problems are: 1. there are files in the raw directory which are not the original CoD4 files, 2. you use scripts which can not run during compile.

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  7. The question is what you are trying to achieve here... An explanation would mean we could be more accurate as well. :sir:

     

    // =============================================================================
    // Initialize the raid script.
    // =============================================================================
    init()
    {
        // Array containing players.
        level.raid = [];
    
        thread onPlayerConnect();
    }
    
    // =============================================================================
    // Watch for new player connections.
    // =============================================================================
    onPlayerConnect()
    {
        level endon("game_ended");
        
        for (;;)
        {
            level waittill("connected", player);
            player thread handlePlayer();
        }
    }
    
    // =============================================================================
    // Do some player specific shit I guess.
    // =============================================================================
    handlePlayer()
    {
        level endon("disconnect");
    }
    
    // =============================================================================
    // Add a player to the array.
    //   <player> The player that has to be added.
    //   [self] The player that has to be added.
    // =============================================================================
    addPlayer(player)
    {
        if (!isDefined(player))
            player = self;
    
        if (isDefined(player.pers["team"]) && (player.pers["team"] == "allies" || player.pers["team"] == "axis"))
            level.raid[level.raid.size] = player;
    }
    
    // =============================================================================
    // Determines if the player is present in the array.
    //   <player> The player that we want to know from if he is in the array.
    //   [self] The player that we want to know from if he is in the array.
    //   [return] The index in the array [0, level.raid.size[ or -1 if not present.
    // =============================================================================
    isRaid(player)
    {
        if (!isDefined(player))
            player = self;
    
        for (i = 0; i < level.raid.size; i++)
        {
            if (level.raid[i] == player)
                return i;
        }
        
        return -1;
    }
    
    // =============================================================================
    // Repopulates the array with all the players.
    // =============================================================================
    repopulate()
    {
        level.raid = [];
    
        players = getEntArray("player", "classname");
        for (i = 0; i < players.size; i++)
        {
            addPlayer(players[i]);
        }
    }
    
    // =============================================================================
    // Shift the players after the given player in the array.
    //   <player> The player that has to be removed from the array.
    //   [self] The player that has to be removed from the array.
    // =============================================================================
    shift(player)
    {
        if (!isDefined(player))
            player = self;
    
        for (i = 0; i < level.raid.size; i++)
        {
            current = level.raid[i];
            
            if (current == player)
            {
                for (i++; i < level.raid.size; i++)
                {
                    if (i == (level.raid.size - 1))
                    {
                        level.raid[i] = undefined;
                    }
                    else
                    {
                        level.raid[i-1] = level.raid[i];
                    }
                }
            }
        }
    }
     
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  8. and if you did the only thing you could do is edit the text and replace it with the same amount of letters.

     

    As far as I know you can zero terminate it, so essentially you can shrink it as well ;P. If not you can always fill it with tabs and carriage returns, etc.

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  9. please help how do i open the .menu files because when i do it just shows me this

     

     

         ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ

     

    Maybe you should not extract files from a .FF file :sir:

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  10. Okay I am helping him right now on implementing the additional weapons.

     

    The reason for almost all of the errors is simply not implementing them properly. Aka copy them to the right directory please!

     

    **Topic can be closed**

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  11. Aha you should go into ui_mp/dr_common and copy the sprays one and make a new one at the where ever changing it to WEAPON_TABLE is stead of SPRAYS_TABEL of which you copied delete orignal weapon one and use this as it will help with more space, you will need to configure

    ui_mp/scriptmenu/Charater_Stuff and probs you Photshop for new approite icons for each weapon.

     

    First your original question was why it couldn't load a custom weapon, even when using a stock weapon's name; no? Second this is quite unrelated to your question, essentially the only thing you did here is replace the button with a single image (which you also decreased the height of, if understood correctly.)

     

    And yeah, techniqually i am not a noob as i now whats getting effect and i got it working with stock cod4 and modtools.

     

    Than again I said you're a noob if you develop using a custom executable that has higher limits, etc. that effectively kills off potential users with unknown sideeffects. (Which may very well be memory bugs!) Plus Copy & Paste, effects... well...

     

     

    My Fix

     

    1. [optional] i recommend a fresh copy of CoD4 Multiplayer stock files **deleted** this won't be used as your primary CoD4 where you play your games to make sure nothing gets corrupted in that sense.

     

    2. Download Mod tools http://www.moddb.com/games/call-of-duty-4-modern-warfare/downloads/mod-tools-sdk

     

    3. done it should work

     

    Only thing you need to keep clear is the 'raw' directory. Aka download the mod tools *.zip file and do not delete it, this way you will always be able to restore the original after building a mod. (Unless you're a noob and overwrite original CoD .FF files.) I highly recommend to keep it clear as I see it more and more where people have corrupted files due to mod and map compilations.

     

     

    Thank you for sharing your fix though.

     

    P.s. next time edit your post and put everything into a single post please.

    P.s. is it even allowed to advertise illegal downloads.

    P.s. also install v1.1 of the mod tools please!

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  12. I can't get it working on a fresh copy of the source so i don't believe it's my sources as i try with orignal from BraXi, its worked before and i know how to.

     

    1. download custom model

    2. install it to mods/deathrun_dev directory

    3. add lines to mod.csv

    4. check the weapons/mp file for weapon name

    5. go ingame do /devmap map then /give weaponname_mp

     

    It's really confusing as it's worked before.

     

    The .iwd file size as well as the mod.ff is larger as you would expect after compiling. and all the files are their which means the .iwi files as well as the mod.ff scripts and stuff. And it's all precached but i don't think that matters with /give weaponname_mp.

     

    I think it must be some messed up with the stock version of cod4 that i must of fucked up some how or a new bug in 1.7x client.

     

    If I would get a penny for everybody saying that they are doing it properly (including myself ;P) I would be a very rich man by now. And if you use the 'custom' client than you are noob.(Pardon my usage of this though.) Never use custom stuff when developing a mod or map!

     

    P.s. adding weapons still works just fine with @ his mod, currently helping him  adding weapons so... YouTube

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  13. Error: Could not load xmodel "rnma_view".

    Error: Could not load xmodel "rnma_world".
    Error: Could not load xmodel "raygun_viewmodel".
    Error: Could not load xmodel "tesla_viewmodel".
    Error: Could not load xmodel "viewmodel_beretta2023r".
    Error: Could not load xmodel "weapon_beretta2023r".
    Error: Could not load xmodel "weapon_beretta2023r_silencer".
    Error: Could not load xmodel "weapon_raygun".
    Error: Could not load xmodel "weapon_tesla".
    Error: Missing soundalias "weap_fraggrenade_reload".
    Error: Missing soundalias "weap_fraggrenade_reload".
    Error: Missing soundalias "weapn_beretta2023_fire_npc".
    Error: Missing soundalias "weapn_beretta2023_fire_plr".
    Error: Could not load weapon "beretta2023r_mp".
     
    ******* script runtime error *******
    unknown item 'beretta2023r_mp': (file 'braxi/_mod.gsc', line 177)
     precacheItem( "beretta2023r_mp" );
                   *
    Error: called from:
    (file 'braxi/_mod.gsc', line 31)
     precache();
     *
    Error: called from:
    (file 'maps/mp/gametypes/deathrun.gsc', line 48)
     braxi\_mod::main(); // START DEATH RUN MOD
     *
    Error: called from:
    (file 'maps/mp/gametypes/_callbacksetup.gsc', line 41)
      [[level.callbackStartGameType]]();
              *
    Error: started from:
    (file 'maps/mp/gametypes/_callbacksetup.gsc', line 30)
    CodeCallback_StartGameType()
    *
    Error: ************************************
    ********************
    ERROR: script runtime error
    (see console for details)
    unknown item 'beretta2023r_mp'
    ********************

     

     

    Coloring does help, doesn't it  :sir:

     

    P.s. add me on Steam

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