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Опубликовано:

I got the d3dbsp from the fastfile of the map i wished to play in MP,edited the basemaps.arena,created spawnpoints but i still cannot play the map.It loads and then hangs.I'm trying to load cliffhanger and using mp_subbase for models.

Опубликовано:
I got the d3dbsp from the fastfile of the map i wished to play in MP,edited the basemaps.arena,created spawnpoints but i still cannot play the map.It loads and then hangs.I'm trying to load cliffhanger and using mp_subbase for models.

Have you got all the neccesary effects .gsc files?

Опубликовано:
  • Автор
ff viewer is good for the effects gsc (mapname_fx.gsc/mapname_createart.gsc). you can write your own map gsc. just look at the iw4_credits.gsc in the raw folder.

Thanks for the tip.I was trying to load the ents file in your editor but it didn't work can you please help me?

Опубликовано:

run it from the command line and tell me what the exception is.

(java -jar "d3dbsp.ents Editor.jar")

most likely it isn't reading the file right because it needs the line endings to be formatted correctly. Try opening the file in wordpad and saving it.

Опубликовано:
  • Автор

******* script compile error *******

Error: unknown function: Error: @ 34039

************************************

cliffhanger.gsc


#include common_scripts\utility;


main()
{
maps\mp\_load::main();
game[ "attackers" ] = "allies";
       game[ "defenders" ] = "axis";
	maps\mp\cliffhanger_fx::main();
maps\createfx\cliffhanger_fx::main();
       maps\mp\_compass::setupMiniMap( "compass_map_hunted" );
       setdvar( "compassmaxrange", "4000" );
array_thread( getentarray( "compassTriggers", "targetname" ), ::compass_triggers_think );

}
self_delete()
{
       self delete();
}


compass_triggers_think()
{
       assertex( isdefined( self.script_noteworthy ), "compassTrigger at " + self.origin + " needs to have a script_noteworthy with the name of the minimap to use" );
       while( true )
       {
               wait( 1 );
               self waittill( "trigger" );
               maps\mp\_compass::setupMiniMap( self.script_noteworthy );
       }
}
createSpawnpoint( classname, origin, yaw )
{
       spawnpoint = spawn( "script_origin", origin );
       spawnpoint.angles = (0,yaw,0);

       if ( !isdefined( level.extraspawnpoints ) )
               level.extraspawnpoints = [];
       if ( !isdefined( level.extraspawnpoints[classname] ) )
               level.extraspawnpoints[classname] = [];
       level.extraspawnpoints[classname][ level.extraspawnpoints[classname].size ] = spawnpoint;
}

cliffhanger_fx.gsc

#include common_scripts\utility;

main()
{
level thread precacheFX();


maps\createfx\cliffhanger_fx::main();

}



precacheFX()
{


//Player Footstep fx
level._effect[ "footstep_snow_small" ]					= loadfx( "impacts/footstep_snow_small" );
level._effect[ "footstep_snow" ]						= loadfx( "impacts/footstep_snow" );

//Snowmobile FX
level._effect[ "tread_snow_snowmobile_skidout" ]		= loadfx( "treadfx/tread_snow_snowmobile_skidout" );

//Mig Landing FX
level._effect[ "mig_landing_snow" ]						= loadfx( "treadfx/mig_landing_snow_runner" );
level._effect[ "mig_landing_trail_snow" ]				= loadfx( "smoke/mig29_landing_trail_snow" );

//Ambient fx
level._effect[ "snow_blowoff_ledge" ]		 			= loadfx( "snow/snow_blowoff_ledge" );
level._effect[ "snow_blowoff_ledge_runner" ]			= loadfx( "snow/snow_blowoff_ledge_runner" );

level._effect[ "snow_updraft" ]							= loadfx( "snow/snow_updraft" );
level._effect[ "snow_updraft_runner" ]					= loadfx( "snow/snow_updraft_runner" );

level._effect[ "snow_clifftop_runner" ]					= loadfx( "snow/snow_clifftop_runner" );
level._effect[ "snow_clifftop_jet_blow" ]				= loadfx( "snow/snow_clifftop_jet_blow" );

level._effect[ "snow_spray_detail_runner400x400" ]		= loadfx( "snow/snow_spray_detail_runner400x400" );
level._effect[ "snow_spray_detail_runner0x400" ]	 	= loadfx( "snow/snow_spray_detail_runner0x400" );
level._effect[ "snow_spray_detail_runner0x400_far" ]	= loadfx( "snow/snow_spray_detail_runner0x400_far" );
level._effect[ "snow_spray_detail_runner0x200_far" ]	= loadfx( "snow/snow_spray_detail_runner0x200_far" );
level._effect[ "snow_spray_detail_runner50x50" ]	 	= loadfx( "snow/snow_spray_detail_runner50x50" );

//Lights
level._effect[ "lighthaze_snow" ]						= loadfx( "misc/lighthaze_snow" );
level._effect[ "lighthaze_snow_headlights" ]			= loadfx( "misc/lighthaze_snow_headlights" );
level._effect[ "car_taillight_uaz_l" ]					= loadfx( "misc/car_taillight_uaz_l" );
level._effect[ "lighthaze_snow_spotlight" ]				= loadfx( "misc/lighthaze_snow_spotlight" );
level._effect[ "aircraft_light_red_blink" ]				= loadfx( "misc/aircraft_light_red_blink" );
level._effect[ "power_tower_light_red_blink" ]			= loadfx( "misc/power_tower_light_red_blink" );
level._effect[ "light_glow_red_snow_pulse" ]			= loadfx( "misc/light_glow_red_snow_pulse" );

level._effect[ "heater" ]								= loadfx( "distortion/heater" );
level._effect[ "snow_vortex" ]							= loadfx( "snow/snow_vortex" );
level._effect[ "snow_vortex_runner" ]					= loadfx( "snow/snow_vortex_runner" );

//Hangar Destraction
level._effect[ "fuel_tank_explosion" ]					= loadfx( "explosions/vehicle_explosion_mig29" );
level._effect[ "fuel_truck_explosion" ]					= loadfx( "explosions/vehicle_explosion_mig29" );

level._effect[ "thin_black_smoke_M" ]					= loadfx( "smoke/thin_black_smoke_M" );
level._effect[ "thin_black_smoke_L" ]					= loadfx( "smoke/thin_black_smoke_L" );
level._effect[ "tire_fire_med" ]						= loadfx( "fire/tire_fire_med" );

//Hangar Welder
level._effect[ "welding_runner" ]						= loadfx( "misc/welding_runner" );

//Snowmobile Section
level._effect[ "large_snow_explode" ]					= loadfx( "explosions/large_snow_explode" );
level._effect[ "tree_trunk_explosion" ]					= loadfx( "explosions/tree_trunk_explosion" );

//Avalanche
level._effect[ "avalanche_explosion" ]					= loadfx( "explosions/avalanche_explosion" );
level._effect[ "avalanche_start" ]						= loadfx( "snow/avalanche_start" );
level._effect[ "avalanche_start2" ]						= loadfx( "snow/avalanche_start2" );
level._effect[ "avalanche_loop_large" ]					= loadfx( "snow/avalanche_loop_large" );

/*	
//Ambient Cloud Test
level._effect[ "cloudy" ]								= loadfx( "weather/cloud_mountains" );
level._effect[ "cloudy_far" ]							= loadfx( "weather/cloud_mountains_far" );
level._effect[ "cloudy_extreme" ]						= loadfx( "weather/cloud_mountains_extreme" );
*/

}

Опубликовано:

dont call "maps\createfx\cliffhanger_fx::main();"

You havent extracted it yet.... also most of that code is useless.... its just extra stuff that got copied over from using oilrig as a base.... you always need to add spawnpoints in the ents file and the compass triggers is only because of the multiple levels.

 

#include common_scripts\utility;


main()
{
  maps\mp\_load::main();
  game[ "attackers" ] = "allies";
  game[ "defenders" ] = "axis";

  maps\mp\cliffhanger_fx::main();
  //maps\createfx\cliffhanger_fx::main();

  maps\mp\_compass::setupMiniMap( "compass_map_cliffhanger" );
  setdvar( "compassmaxrange", "4000" );

}

Опубликовано:
  • Автор
run it from the command line and tell me what the exception is.

(java -jar "d3dbsp.ents Editor.jar")

most likely it isn't reading the file right because it needs the line endings to be formatted correctly. Try opening the file in wordpad and saving it.

A little more help please.I can not understand what you mean.

Опубликовано:
run it from the command line and tell me what the exception is.

(java -jar "d3dbsp.ents Editor.jar")

most likely it isn't reading the file right because it needs the line endings to be formatted correctly. Try opening the file in wordpad and saving it.

A little more help please.I can not understand what you mean.

 

 

I only know that this:

java -jar "d3dbsp.ents Editor.jar"

means that u should run something with java

Опубликовано:
It works just fine for me... although you do have about 5000 ents in the file which is over the max for multiplayer... try getting rid of all of the "node_pathnode" ones...

 

A tool for removing AI spawners and nodes would be cool.

Опубликовано:
It works just fine for me... although you do have about 5000 ents in the file which is over the max for multiplayer... try getting rid of all of the "node_pathnode" ones...

 

A tool for removing AI spawners and nodes would be cool.

I already added it to the editor. Just need to make it nicer and I'll post it when I get home. Any keywords in the target/classname in particular that should be removed (other than node, actor, and sp)?

Опубликовано:
It works just fine for me... although you do have about 5000 ents in the file which is over the max for multiplayer... try getting rid of all of the "node_pathnode" ones...

 

A tool for removing AI spawners and nodes would be cool.

I already added it to the editor. Just need to make it nicer and I'll post it when I get home. Any keywords in the target/classname in particular that should be removed (other than node, actor, and sp)?

 

Weapons that are spawned in-game.

Опубликовано:
It works just fine for me... although you do have about 5000 ents in the file which is over the max for multiplayer... try getting rid of all of the "node_pathnode" ones...

 

A tool for removing AI spawners and nodes would be cool.

I already added it to the editor. Just need to make it nicer and I'll post it when I get home. Any keywords in the target/classname in particular that should be removed (other than node, actor, and sp)?

 

Weapons that are spawned in-game.

and some trigger multiples used for ai spawning?(some of them are used for sounds though)

Опубликовано:

Updated Version with that new feature plus more flexible loading of ents files.

"Remove Entites not in Box" :D

oh and hurr durr... "DEL" support would be nice, it takes me more time to remove an entity with your editor then just delete it in Notepad++ :/

Опубликовано:

Updated Version with that new feature plus more flexible loading of ents files.

"Remove Entites not in Box" :D

oh and hurr durr... "DEL" support would be nice, it takes me more time to remove an entity with your editor then just delete it in Notepad++ :/

meh... to be honest I don't do much editing with it :D... I just use it as a base to do batch editing in the file... most individual editing I do in notepad/"import from gamelog" with rendflex's mod.

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