Vending Machine Script Error      |
Banana2077
Turnbeutelvergesser
 
Dabei seit: 13.12.2009
Beiträge: 410

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| Vending Machine Script Error |
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Hallo Leute,
wollte mich heute mal an eine Vending Maschine wagen die einem Leben gibt wenn man es braucht
Nun kommt aber bei Maspstart das hier:

Das bei Build Fast file:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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Fastfile 1 of 2, "mp_asphalt3": [ver. 5] process...
Sound file 'sound/voiceovers/generic/OM/gen_m_death1.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death2.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death3.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death4.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death5.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death6.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death7.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death8.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death1.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death2.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death3.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death4.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death5.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_01.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_02.wav' not found
Sound file 'sound/voiceovers/generic/RU4/ru4_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_02.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_03.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_04.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_05.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_06.wav' not found
ERROR: Sound alias file mp_asphalt3.csv: missing 'name' and/or 'file' columns
link...compress...save...done.
Fastfile 2 of 2, "mp_asphalt3_load": [ver. 5] process...link...compress...save..
.done.
language is not english
copying fast files to german folder
Ein Unterverzeichnis oder eine Datei mit dem Namen "E:\Programme\Activision\Call
" existiert bereits.
Folgender Fehler trat auf: E:\Programme\Activision\Call.
Ein Unterverzeichnis oder eine Datei mit dem Namen "of" existiert bereits.
Folgender Fehler trat auf: of.
Ein Unterverzeichnis oder eine Datei mit dem Namen "Duty" existiert bereits.
Folgender Fehler trat auf: Duty.
Ein Unterverzeichnis oder eine Datei mit dem Namen "4" existiert bereits.
Folgender Fehler trat auf: 4.
Ein Unterverzeichnis oder eine Datei mit dem Namen "-" existiert bereits.
Folgender Fehler trat auf: -.
Ein Unterverzeichnis oder eine Datei mit dem Namen "Modern" existiert bereits.
Folgender Fehler trat auf: Modern.
Ein Unterverzeichnis oder eine Datei mit dem Namen "Warfare\zone\german" existie
rt bereits.
Folgender Fehler trat auf: Warfare\zone\german.
Drücken Sie eine beliebige Taste . . .
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Meine .gsc sieht so aus:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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main()
{
maps\mp\_load::main();
maps\mp\_teleport::main();
maps\mp\_door::main();
maps\mp\_breakglass::main();
maps\mp\_elevator::main();
maps\mp\_lights::main();
maps\mp\mp_asphalt3_fx::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
thread tvexplosion();
}
tvexplosion()//Script starts here
{
before = getent("object_before","targetname");
afterexp = getent("object_after","targetname");
trigger = getent("object_use","targetname");
fxorigin = getent("cratefx","targetname");
afterexp hide();
afterexp notsolid();
trigger waittill("trigger");
playfx (level._effect[ "tv_explosion" ], fxorigin.origin);
fxorigin playsound ("exp_television_shot1");
before hide();
before notsolid();
afterexp show();
afterexp solid();
}
precache(); // Call the precache function
venders = getentarray("heal","targetname"); // Get all the entitys that have "heal" for their "targetname"
for(i=0;i<venders.size;i++)
venders[i] thread vender();
}
vender()
{
self.targetname = undefined;
dir = getent(self.target,"targetname");
if(isDefined(dir))
{
temp = spawnStruct();
temp.origin = dir.origin;
temp.angles = dir.angles;// Spawn a struct which doesnt count as an entity, record the script_origin's origin and angles then delete the script_origin
dir delete();
dir = temp;
}
self.target = undefined;
self playLoopSound("vender");// Make the trigger play a loop sound
while(1)
{
self waittill("trigger", player);// Wait until its triggered
if(player.sessionstate != "playing")// Make sure the player is playing
continue;
if(!level.allow_vender)// If vending machines are not allowed then say a message
{
player iPrintlnBold("^2Sorry, fat rats are not allowed on this server");
continue;
}
if(isDefined(dir))// If the script_origin is placed correctly in the map, then make a bottle pop out
{
self playSound("vender_drop");// Play the bottle drop sound
if(isDefined(level.venderbottles[level.venderbottlescurrent]))
level.venderbottles[level.venderbottlescurrent] delete();// If we have gone over the limit for max bottle in the map, delete the oldest one
level.venderbottles[level.venderbottlescurrent] = spawn("script_model",self.origin);// Spawn the bottle
level.venderbottles[level.venderbottlescurrent].angles = dir.angles; // Set the angles of the bottle
level.venderbottles[level.venderbottlescurrent] setModel("com_bottle" + (randomInt(4) + 1)); // Set random bottle model
point = dir.origin;
origin = level.venderbottles[level.venderbottlescurrent].origin + mapsmp_utility::vector_Scale(anglestoup(level.venderbottles[level.venderbottlescurrent].angles),4 + randomFloat(1));
velocity = VectorNormalize(origin - point);// Calculate velocity and direction of the impact
velocity = mapsmp_utility::vector_Scale(velocity,10000 + randomInt(5000));
level.venderbottles[level.venderbottlescurrent] physicsLaunch(point, velocity); // Make the bottle fly!
level.venderbottlescurrent++;
if(level.venderbottlescurrent >= level.venderbottlesmax)
level.venderbottlescurrent = 0;
}
if(isDefined(player.healthwait))// If the player has already used the vending machine then...
{
num = randomInt(100);
if(num < 20)
player iPrintlnBold("^2Kill Zombies and dont wait here!");
else if(num >= 20 && num < 40)
player iPrintlnBold("^1Careful! You'll break it!");// Say one of these random messages
else if(num >= 40 && num < 60)
player iPrintlnBold("^3Oh no! There's none left!");
else if(num >= 60 && num < 80)
player iPrintlnBold("^4You're hungry ain't ya?");
else
player iPrintlnBold("^5HmH, TASTY");
continue;
}
player.healthwait = true;
if(player.health < player.maxhealth)// If the players health is not at the max
{
player.health = player.maxhealth;// Set the players health to the max
player iPrintlnBold("^2mmm... ^1y^2u^3m^4m^5y^6!");// Say these messages if the player was healed
player iPrintlnBold("^1Health Restored!");
}
else
player iPrintlnBold("^2You already have full health, but ^1y^2u^3m^4m^5y^6! ^2anyway!");// If the player already has full health then say this message
player thread healthwait();
}
}
healthwait()
{
self endon("disconnect"); // Kill the thread if the player disconnects
wait level.vender_wait; // Wait how long level.vender_wait is
self.healthwait = undefined; // Make self.healthwait undefined
}
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Ich sehe schon selber das es was mit der linie 43 sein soll nur weiss ich beim besten willen nicht was da falsch ist weil ich mit scripten gar nichts am hut habe..
Danke schonmal für die Hilfe.
Banana
EDIT: Nach diesem Tutorial: KLICK
__________________ Wie wollen sie das Internet gerne bestellen?
Komplett als 204.344.554.583 Blu-Rays oder ohne Pornos auf 2CDs?
______________________________________________________
Meine Website: http://rednosemaps.com
Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von Banana2077: 08.03.2010 19:59.
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Du schließt die Klammer vom 'main' zu früh. Das führt dazu, dass der Teil:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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precache(); // Call the precache function
venders = getentarray("heal","targetname"); // Get all the entitys that have "heal" for their "targetname"
for(i=0;i<venders.size;i++)
venders[i] thread vender();
}
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Weder in der main- noch in einer anderen Funktions teht
-> schieb das zeugs hoch und füg es zwischen
Code angehängt. Klicke hier zum Ein-/Ausblenden
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thread tvexplosion();
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und
Code angehängt. Klicke hier zum Ein-/Ausblenden
ein
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Danke OMWG!
Dieses fiese kleine Zeichen hab ich übersehen, trotz mehrfachen Schauens.
ToM
Edit: Killer hats wohl in seinem Tutorial auch übersehen.
Edit 2:
Falsch, Killer hat es nicht übersehen, aber das Tutorial ist leicht unübersichtlich.
Am besten nimmt man den Code, der ein fertiges Script inklusive Mapscript beinhaltet und ändert eben die Einträge in der main() Funktion.
__________________

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Banana2077
Turnbeutelvergesser
 
Dabei seit: 13.12.2009
Beiträge: 410

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Erst einmal danke für die Antworten!!
Nun kapier ich aber gar nichts mehr
Habe jetzt mal ein bisschen rumgebastelt nur meckert er jetzt bei jedem semikolon..
Das Tvexplosion habe ich mal gelöscht brauche es eigentlihc auch gar nicht...
Könnte mir das jemand mal richten?
Vielen Dank!
Code angehängt. Klicke hier zum Ein-/Ausblenden
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main()
{
maps\mp\_load::main();
maps\mp\_teleport::main();
maps\mp\_door::main();
maps\mp\_breakglass::main();
maps\mp\_elevator::main();
maps\mp\_lights::main();
maps\mp\mp_asphalt3_fx::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
precache() // Call the precache function
venders = getentarray("heal","targetname"); // Get all the entitys that have "heal" for their "targetname"
for(i=0;i<venders.size;i++)
venders[i] thread vender();
}
vender()
{
self.targetname = undefined;
dir = getent(self.target,"targetname");
if(isDefined(dir))
{
temp = spawnStruct();
temp.origin = dir.origin;
temp.angles = dir.angles;// Spawn a struct which doesnt count as an entity, record the script_origin's origin and angles then delete the script_origin
dir delete();
dir = temp;
}
self.target = undefined;
self playLoopSound("vender");// Make the trigger play a loop sound
while(1)
{
self waittill("trigger", player);// Wait until its triggered
if(player.sessionstate != "playing")// Make sure the player is playing
continue;
if(!level.allow_vender)// If vending machines are not allowed then say a message
{
player iPrintlnBold("^2Sorry, fat rats are not allowed on this server");
continue;
}
if(isDefined(dir))// If the script_origin is placed correctly in the map, then make a bottle pop out
{
self playSound("vender_drop");// Play the bottle drop sound
if(isDefined(level.venderbottles[level.venderbottlescurrent]))
level.venderbottles[level.venderbottlescurrent] delete();// If we have gone over the limit for max bottle in the map, delete the oldest one
level.venderbottles[level.venderbottlescurrent] = spawn("script_model",self.origin);// Spawn the bottle
level.venderbottles[level.venderbottlescurrent].angles = dir.angles; // Set the angles of the bottle
level.venderbottles[level.venderbottlescurrent] setModel("com_bottle" + (randomInt(4) + 1)); // Set random bottle model
point = dir.origin;
origin = level.venderbottles[level.venderbottlescurrent].origin + mapsmp_utility::vector_Scale(anglestoup(level.venderbottles[level.venderbottlescurrent].angles),4 + randomFloat(1));
velocity = VectorNormalize(origin - point);// Calculate velocity and direction of the impact
velocity = mapsmp_utility::vector_Scale(velocity,10000 + randomInt(5000));
level.venderbottles[level.venderbottlescurrent] physicsLaunch(point, velocity); // Make the bottle fly!
level.venderbottlescurrent++;
if(level.venderbottlescurrent >= level.venderbottlesmax)
level.venderbottlescurrent = 0;
}
if(isDefined(player.healthwait))// If the player has already used the vending machine then...
{
num = randomInt(100);
if(num < 20)
player iPrintlnBold("^2Kill Zombies and dont wait here!");
else if(num >= 20 && num < 40)
player iPrintlnBold("^1Careful! You'll break it!");// Say one of these random messages
else if(num >= 40 && num < 60)
player iPrintlnBold("^3Oh no! There's none left!");
else if(num >= 60 && num < 80)
player iPrintlnBold("^4You're hungry ain't ya?");
else
player iPrintlnBold("^5HmH, TASTY");
continue;
}
player.healthwait = true;
if(player.health < player.maxhealth)// If the players health is not at the max
{
player.health = player.maxhealth;// Set the players health to the max
player iPrintlnBold("^2mmm... ^1y^2u^3m^4m^5y^6!");// Say these messages if the player was healed
player iPrintlnBold("^1Health Restored!");
}
else
player iPrintlnBold("^2You already have full health, but ^1y^2u^3m^4m^5y^6! ^2anyway!");// If the player already has full health then say this message
player thread healthwait();
}
}
healthwait()
{
self endon("disconnect"); // Kill the thread if the player disconnects
wait level.vender_wait; // Wait how long level.vender_wait is
self.healthwait = undefined; // Make self.healthwait undefined
}
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__________________ Wie wollen sie das Internet gerne bestellen?
Komplett als 204.344.554.583 Blu-Rays oder ohne Pornos auf 2CDs?
______________________________________________________
Meine Website: http://rednosemaps.com
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In Deinem letzten Script fehlte noch die Funktion precache(), somit wurden die Models nicht precached.
Ich habe das Script nur mal kurz überflogen: Es fehlen die \ Zeichen in dem Codeteil von Killer.
Dürfte daran liegen, das der CODE Tag vom RGN Wiki diese nicht zulässt / anzeigt.
Beispiel in Zeile 72 des Scripts:
velocity = maps\mp\_utility::vector_Scale(velocity,10000 + randomInt(5000));
Ich habe mal das Script von Killer genommen und Deine Settings und Aufrufe in der main() reingeschrieben:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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main()
{
maps\mp\_load::main();
maps\mp\_teleport::main();
maps\mp\_door::main();
maps\mp\_breakglass::main();
maps\mp\_elevator::main();
maps\mp\_lights::main();
maps\mp\mp_asphalt3_fx::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
precache();// Call the precache function
venders = getentarray("heal","targetname");// Get all the entitys that have "heal" for their "targetname"
for(i=0;i<venders.size;i++)
venders[i] thread vender();
}
precache()
{
if(getDvar(getDvar("mapname") + "_allow_vender") == "")
setDvar(getDvar("mapname") + "_allow_vender", 1);// This creates the dvar to enable the vending machines
if(getDvar(getDvar("mapname") + "_health_wait") == "")
setDvar(getDvar("mapname") + "_health_wait", 10);// This creates the dvar to set the time between being able to get health again
level.allow_vender = int(getDvar(getDvar("mapname") + "_allow_vender"));
level.vender_wait = int(getDvar(getDvar("mapname") + "_health_wait"));
for(i=1;i<5;i++)
precacheModel("com_bottle" + i);// Precache (load) the com_bottle1, com_bottle2, com_bottle3 and com_bottle4 models
level.venderbottles = [];
level.venderbottlescurrent = 0;
level.venderbottlesmax = 24;// Max bottles in the map at one time, try not to have this too high as it can cause lag and somtimes crash the server
}
vender()
{
self.targetname = undefined;
dir = getent(self.target,"targetname");
if(isDefined(dir))
{
temp = spawnStruct();
temp.origin = dir.origin;
temp.angles = dir.angles;// Spawn a struct which doesnt count as an entity, record the script_origin's origin and angles then delete the script_origin
dir delete();
dir = temp;
}
self.target = undefined;
self playLoopSound("vender");// Make the trigger play a loop sound
while(1)
{
self waittill("trigger", player);// Wait until its triggered
if(player.sessionstate != "playing")// Make sure the player is playing
continue;
if(!level.allow_vender)// If vending machines are not allowed then say a message
{
player iPrintlnBold("^2Sorry, fat rats are not allowed on this server");
continue;
}
if(isDefined(dir))// If the script_origin is placed correctly in the map, then make a bottle pop out
{
self playSound("vender_drop");// Play the bottle drop sound
if(isDefined(level.venderbottles[level.venderbottlescurrent]))
level.venderbottles[level.venderbottlescurrent] delete();// If we have gone over the limit for max bottle in the map, delete the oldest one
level.venderbottles[level.venderbottlescurrent] = spawn("script_model",self.origin);// Spawn the bottle
level.venderbottles[level.venderbottlescurrent].angles = dir.angles; // Set the angles of the bottle
level.venderbottles[level.venderbottlescurrent] setModel("com_bottle" + (randomInt(4) + 1)); // Set random bottle model
point = dir.origin;
origin = level.venderbottles[level.venderbottlescurrent].origin + maps\mp\_utility::vector_Scale(anglestoup(level.venderbottles[level.venderbottlescurrent].angles),4 + randomFloat(1));
velocity = VectorNormalize(origin - point);// Calculate velocity and direction of the impact
velocity = maps\mp\_utility::vector_Scale(velocity,10000 + randomInt(5000));
level.venderbottles[level.venderbottlescurrent] physicsLaunch(point, velocity); // Make the bottle fly!
level.venderbottlescurrent++;
if(level.venderbottlescurrent >= level.venderbottlesmax)
level.venderbottlescurrent = 0;
}
if(isDefined(player.healthwait))// If the player has already used the vending machine then...
{
num = randomInt(100);
if(num < 20)
player iPrintlnBold("^2When was the last time you saw a fat rat?");
else if(num >= 20 && num < 40)
player iPrintlnBold("^1Careful! You'll break it!");// Say one of these random messages
else if(num >= 40 && num < 60)
player iPrintlnBold("^3Oh no! There's none left!");
else if(num >= 60 && num < 80)
player iPrintlnBold("^4You're hungry ain't ya?");
else
player iPrintlnBold("^5Woof");
continue;
}
player.healthwait = true;
if(player.health < player.maxhealth)// If the players health is not at the max
{
player.health = player.maxhealth;// Set the players health to the max
player iPrintlnBold("^2mmm... ^1y^2u^3m^4m^5y^6!");// Say these messages if the player was healed
player iPrintlnBold("^1Health Restored!");
}
else
player iPrintlnBold("^2You already have full health, but ^1y^2u^3m^4m^5y^6! ^2anyway!");// If the player already has full health then say this message
player thread healthwait();
}
}
healthwait()
{
self endon("disconnect"); // Kill the thread if the player disconnects
wait level.vender_wait; // Wait how long level.vender_wait is
self.healthwait = undefined; // Make self.healthwait undefined
}
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Für die Config gibts noch 2 DVAR's:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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set mp_dein_mapname_allow_vender "1"
set mp_dein_mapname_health_wait "10"
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Sollten noch Fehler auftreten, poste bitte die Fehlermeldung.
ToM
__________________

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Banana2077
Turnbeutelvergesser
 
Dabei seit: 13.12.2009
Beiträge: 410

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Original von Nightwing
Auch wenn ich jetzt immer noch nicht verstanden hab warum mit oder ohen Semikolon (ist aber auch eigentlich egal)..
Hatte OMWG ein Post weiter oben doch schön erklärt.
Wollte damit nur sagen das ich nicht verstehe warum da jetzt eins hinkommt und weiter unten nicht...
Bin im Scripten nicht so muss ich noch lernen..
Achja wegen den DVARS soll ich die dann dem Server-Admin geben?
--- Edit by Nightwing: Doppelposting entfernt ---
__________________ Wie wollen sie das Internet gerne bestellen?
Komplett als 204.344.554.583 Blu-Rays oder ohne Pornos auf 2CDs?
______________________________________________________
Meine Website: http://rednosemaps.com
Dieser Beitrag wurde 1 mal editiert, zum letzten Mal von Nightwing: 10.03.2010 16:09.
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Banana2077
Turnbeutelvergesser
 
Dabei seit: 13.12.2009
Beiträge: 410

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Vielen DANK!!
Es funktioniert super!
Das einzige Problem ist jetzt noch das ich meinen Sound nicht höre..kommt nur das:

Das kommt bei Fast File:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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Fastfile 1 of 2, "mp_asphalt3": [ver. 5] process...
Sound file 'sound/voiceovers/generic/OM/gen_m_death1.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death2.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death3.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death4.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death5.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death6.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death7.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death8.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death1.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death2.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death3.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death4.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death5.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_01.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_02.wav' not found
Sound file 'sound/voiceovers/generic/RU4/ru4_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_02.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_03.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_04.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_05.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_06.wav' not found
ERROR: Sound alias file mp_asphalt3.csv: missing 'name' and/or 'file' columns
link...compress...save...done.
Fastfile 2 of 2, "mp_asphalt3_load": [ver. 5] process...link...compress...save..
.done.
language is not english
copying fast files to german folder
Ein Unterverzeichnis oder eine Datei mit dem Namen "E:\Programme\Activision\Call
" existiert bereits.
Folgender Fehler trat auf: E:\Programme\Activision\Call.
Ein Unterverzeichnis oder eine Datei mit dem Namen "of" existiert bereits.
Folgender Fehler trat auf: of.
Ein Unterverzeichnis oder eine Datei mit dem Namen "Duty" existiert bereits.
Folgender Fehler trat auf: Duty.
Ein Unterverzeichnis oder eine Datei mit dem Namen "4" existiert bereits.
Folgender Fehler trat auf: 4.
Ein Unterverzeichnis oder eine Datei mit dem Namen "-" existiert bereits.
Folgender Fehler trat auf: -.
Ein Unterverzeichnis oder eine Datei mit dem Namen "Modern" existiert bereits.
Folgender Fehler trat auf: Modern.
Ein Unterverzeichnis oder eine Datei mit dem Namen "Warfare\zone\german" existie
rt bereits.
Folgender Fehler trat auf: Warfare\zone\german.
Drücken Sie eine beliebige Taste . . .
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Und nochmal das Script:
Code angehängt. Klicke hier zum Ein-/Ausblenden
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main()
{
maps\mp\_load::main();
maps\mp\_teleport::main();
maps\mp\_door::main();
maps\mp\_breakglass::main();
maps\mp\_elevator::main();
maps\mp\_lights::main();
maps\mp\mp_asphalt3_fx::main();
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
precache();// Call the precache function
venders = getentarray("heal","targetname");// Get all the entitys that have "heal" for their "targetname"
for(i=0;i<venders.size;i++)
venders[i] thread vender();
}
precache()
{
if(getDvar(getDvar("mp_asphalt3") + "_allow_vender") == "")
setDvar(getDvar("mp_asphalt3") + "_allow_vender", 1);// This creates the dvar to enable the vending machines
if(getDvar(getDvar("mp_asphalt3") + "_health_wait") == "")
setDvar(getDvar("mp_asphalt3") + "_health_wait", 10);// This creates the dvar to set the time between being able to get health again
level.allow_vender = int(getDvar(getDvar("mp_asphalt3") + "_allow_vender"));
level.vender_wait = int(getDvar(getDvar("mp_asphalt3") + "_health_wait"));
for(i=1;i<5;i++)
precacheModel("com_bottle" + i);// Precache (load) the com_bottle1, com_bottle2, com_bottle3 and com_bottle4 models
level.venderbottles = [];
level.venderbottlescurrent = 0;
level.venderbottlesmax = 10;// Max bottles in the map at one time, try not to have this too high as it can cause lag and somtimes crash the server
}
vender()
{
self.targetname = undefined;
dir = getent(self.target,"targetname");
if(isDefined(dir))
{
temp = spawnStruct();
temp.origin = dir.origin;
temp.angles = dir.angles;// Spawn a struct which doesnt count as an entity, record the script_origin's origin and angles then delete the script_origin
dir delete();
dir = temp;
}
self.target = undefined;
self playLoopSound("vender");// Make the trigger play a loop sound
while(1)
{
self waittill("trigger", player);// Wait until its triggered
if(player.sessionstate != "playing")// Make sure the player is playing
continue;
if(!level.allow_vender)// If vending machines are not allowed then say a message
{
player iPrintlnBold("^2Vender Machine is not allowed!");
continue;
}
if(isDefined(dir))// If the script_origin is placed correctly in the map, then make a bottle pop out
{
self playSound("vender_drop");// Play the bottle drop sound
if(isDefined(level.venderbottles[level.venderbottlescurrent]))
level.venderbottles[level.venderbottlescurrent] delete();// If we have gone over the limit for max bottle in the map, delete the oldest one
level.venderbottles[level.venderbottlescurrent] = spawn("script_model",self.origin);// Spawn the bottle
level.venderbottles[level.venderbottlescurrent].angles = dir.angles; // Set the angles of the bottle
level.venderbottles[level.venderbottlescurrent] setModel("com_bottle" + (randomInt(4) + 1)); // Set random bottle model
point = dir.origin;
origin = level.venderbottles[level.venderbottlescurrent].origin + maps\mp\_utility::vector_Scale(anglestoup(level.venderbottles[level.venderbottlescurrent].angles),4 + randomFloat(1));
velocity = VectorNormalize(origin - point);// Calculate velocity and direction of the impact
velocity = maps\mp\_utility::vector_Scale(velocity,10000 + randomInt(5000));
level.venderbottles[level.venderbottlescurrent] physicsLaunch(point, velocity); // Make the bottle fly!
level.venderbottlescurrent++;
if(level.venderbottlescurrent >= level.venderbottlesmax)
level.venderbottlescurrent = 0;
}
if(isDefined(player.healthwait))// If the player has already used the vending machine then...
{
num = randomInt(100);
if(num < 20)
player iPrintlnBold("^2Kill Zombies and dont waste your time!");
else if(num >= 20 && num < 40)
player iPrintlnBold("^1Careful! You'll break it!");// Say one of these random messages
else if(num >= 40 && num < 60)
player iPrintlnBold("^3Oh no! There's none left!");
else if(num >= 60 && num < 80)
player iPrintlnBold("^4You're hungry ain't ya?");
else
player iPrintlnBold("^5Map by ^1red^5nose..But dont waste your time Bro.");
continue;
}
player.healthwait = true;
if(player.health < player.maxhealth)// If the players health is not at the max
{
player.health = player.maxhealth;// Set the players health to the max
player iPrintlnBold("^3Hmmm... ^1Tasty^2!!!!");// Say these messages if the player was healed
player iPrintlnBold("^1Health Restored!");
}
else
player iPrintlnBold("^2You already have full health, but ^1y^2u^3m^4m^5y^6! ^2anyway!");// If the player already has full health then say this message
player thread healthwait();
}
}
healthwait()
{
self endon("disconnect"); // Kill the thread if the player disconnects
wait level.vender_wait; // Wait how long level.vender_wait is
self.healthwait = undefined; // Make self.healthwait undefined
}
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__________________ Wie wollen sie das Internet gerne bestellen?
Komplett als 204.344.554.583 Blu-Rays oder ohne Pornos auf 2CDs?
______________________________________________________
Meine Website: http://rednosemaps.com
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Impressum ||Datenschutzerklärung
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