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[Fehler!] Undefined is not a field object |
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| [Fehler!] Undefined is not a field object |
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Hi ich verbessere gerade meine erste Map Mashtuur City und hab jetzt mal zum testen schnell kompiliert und es kommt beim Starten immer gleich folgender Fehler:
script runtime error (see console for details) Undefined is not a field object
Jetzt würde ich natürlich gerne in der Konsole nachschauen aber wie? Konsole öffnen kann ich ja aber wo stehen die Fehler?
Und weiß jemand woran das liegen könnte? Meine mapname.gsc lautet:
main()
{
maps\mp\mp_MashtuurCity27_fx::main();
maps\mp\mp_MashtuurCity30_fx::main();
maps\mp\_explosive_barrels::main();
maps\mp\mp_Fan::main();
maps\mp\mp_Fan2::main();
maps\mp\mp_Fan3::main();
maps\mp\mp_Fan4::main();
maps\mp\_load::main();
//setExpFog(500, 3500, .5, 0.5, 0.45, 0);
ambientPlay("ambient_dusk");
//VisionSetNaked( "mp_vacant" );
game["allies"] = "marines";
game["axis"] = "opfor";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".1");
setdvar("r_glowbloomintensity1",".1");
setdvar("r_glowskybleedintensity0",".1");
setdvar("compassmaxrange","1500");
}
Hab auch schonmal komplett bereinigt :
main()
{
maps\mp\_load::main();
}
Funktioniert leider nicht
Hoffe mir kann jemand helfen. Neu installieren wäre natürlich noch ne Möglichkeit.
Grüße
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Du wirst eine console_mp.log Datei in Deinem Spielordner finden, wahrscheinlich in modwarfare, da poste mal bitte die Fehler, die werden da geschrieben...
ToM
__________________

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Danke habs gefunden. Hier sind die Fehler:
******* script runtime error *******
undefined is not a field object: (file 'maps/mp/_helicopter.gsc', line 7
if ( nextnode.origin == destnode.origin )
*
Error: called from:
(file 'maps/mp/_helicopter.gsc', line 157)
heli_path_graph();
*
Error: called from:
(file 'maps/mp/gametypes/_hardpoints.gsc', line 104)
maps\mp\_helicopter::init();
*
Error: called from:
(file 'maps/mp/gametypes/_globallogic.gsc', line 3792)
thread maps\mp\gametypes\_hardpoints::init();
*
Error: called from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 15)
[[level.callbackStartGameType]]();
*
Error: started from:
(file 'maps/mp/gametypes/_callbacksetup.gsc', line 10)
CodeCallback_StartGameType()
*
Error: ************************************
Loaded zone 'mp_mashtuurcityv2'
dvar set cl_paused 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set com_errorTitle Error
dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
********************
ERROR: script runtime error
(see console for details)
undefined is not a field object
********************
dvar set sv_disableClientConsole 0
----- Server Shutdown -----
==== ShutdownGame (1) ====
dvar set sv_running 0
dvar set sv_disableClientConsole 0
---------------------------
----- R_Init -----
dvar set r_fullscreen 0
dvar set r_ignorehwgamma 0
dvar set r_texFilterDisable 0
dvar set r_texFilterMipBias 0
dvar set r_fullbright 0
dvar set r_debugShader none
dvar set r_znear 4
dvar set r_znear_depthhack 0.1
dvar set r_zfar 0
dvar set r_fog 1
dvar set r_picmip_water 0
dvar set r_lightMap Unchanged
dvar set r_colorMap Unchanged
dvar set r_normalMap Unchanged
dvar set r_specularMap Unchanged
dvar set r_specularColorScale 1
dvar set r_diffuseColorScale 1
dvar set r_useLayeredMaterials 0
dvar set r_loadForRenderer 1
dvar set r_resampleScene 1
dvar set r_showPixelCost off
dvar set r_vc_makelog 0
dvar set r_showLightGrid 0
dvar set r_showMissingLightGrid 0
dvar set r_lightTweakSunLight 1
dvar set r_lightTweakSunColor 0 1 0 1
dvar set r_lightTweakSunDirection 0 0 0
dvar set r_norefresh 0
dvar set r_scaleViewport 1
dvar set r_aaSamples 1
dvar set r_vsync 0
dvar set r_spotLightFovInnerFraction 0.7
dvar set r_spotLightStartRadius 36
dvar set r_spotLightEndRadius 196
dvar set r_spotLightShadows 1
dvar set r_spotLightSModelShadows 1
dvar set r_spotLightEntityShadows 1
dvar set r_spotLightBrightness 14
dvar set r_lockPvs 0
dvar set r_skipPvs 0
dvar set r_singleCell 0
dvar set r_portalWalkLimit 0
dvar set r_portalMinRecurseDepth 2
dvar set r_showPortals 0
dvar set r_showFbColorDebug None
dvar set r_showFloatZDebug 0
dvar set r_floatz 1
dvar set r_highLodDist -1
dvar set r_mediumLodDist -1
dvar set r_lowLodDist -1
dvar set r_lowestLodDist -1
dvar set r_forceLod none
dvar set r_modelVertColor 1
dvar set r_modelVertColor 1
dvar set sc_blur 2
dvar set sc_count 24
dvar set sc_debugCasterCount 24
dvar set sc_debugReceiverCount 24
dvar set sc_showOverlay 0
dvar set sc_showDebug 0
dvar set sc_wantCount 12
dvar set sc_wantCountMargin 1
dvar set sc_fadeRange 0.25
dvar set sc_shadowInRate 2
dvar set sc_shadowOutRate 5
dvar set sc_length 400
dvar set sc_offscreenCasterLodBias 0
dvar set sc_offscreenCasterLodScale 20
dvar set sm_sunEnable 1
dvar set sm_spotEnable 1
dvar set sm_sunSampleSizeNear 0.25
dvar set sm_sunShadowCenter 0 0 0
dvar set sm_sunShadowScale 1
dvar set sm_strictCull 1
dvar set sm_fastSunShadow 1
dvar set sm_qualitySpotShadow 1
dvar set r_blur 0
dvar set r_glow 1
dvar set r_glowUseTweaks 0
dvar set r_glowTweakEnable 0
dvar set r_glowTweakRadius0 5
dvar set r_glowTweakBloomIntensity0 1
dvar set r_glowTweakBloomCutoff 0.5
dvar set r_glowTweakBloomDesaturation 0
dvar set r_filmUseTweaks 0
dvar set r_contrast 1
dvar set r_brightness 0
dvar set r_desaturation 1
dvar set r_dof_tweak 0
dvar set r_dof_nearBlur 6
dvar set r_dof_farBlur 1.8
dvar set r_dof_viewModelStart 2
dvar set r_dof_viewModelEnd 8
dvar set r_dof_nearStart 10
dvar set r_dof_nearEnd 60
dvar set r_dof_farStart 1000
dvar set r_dof_farEnd 7000
dvar set r_dof_bias 0.5
dvar set r_sun_from_dvars 0
dvar set r_monitor 0
dvar set r_rendererPreference Default
dvar set r_aspectRatio auto
dvar set r_customMode
dvar set r_altModelLightingUpdate 1
dvar set r_preloadShaders 0
DirectX reports 256 MB of video memory and 522 MB of available texture memory.
Using video memory size to cap used texture memory at 240 MB.
Using previously reported texture memory size of 240 MB.
Texture detail is set automatically.
dvar set r_picmip 0
dvar set r_picmip_bump 1
dvar set r_picmip_spec 1
Using picmip 0 on most textures, 1 on normal maps, and 3 on specular maps
dvar set ui_showList 0
dvar set ui_hud_hardcore 0
dvar set ui_uav_allies 0
dvar set ui_uav_axis 0
dvar set ui_uav_client 0
dvar set ui_allow_classchange 0
dvar set ui_allow_teamchange 0
dvar set ui_mousePitch 0
dvar set ui_netGametypeName dm
Working directory: N:\Spiele\Call of Duty 4 - Modern Warfare
PunkBuster Client: Warning: Corrupted Interface
PunkBuster Client: Attempting to resolve master6.evenbalance.com
PunkBuster Client: Resolved to [69.59.138.4] (204)
PunkBuster Client: PunkBuster Client (v2.065 | A0) Enabled
Huffman Took 4 Milliseconds
Could not find menu 'main'
PunkBuster Client: PB Services socket initialized
PunkBuster Client: Game Version [CoD4 MP 1.5 build 549 Thu Oct 04 00:43:04 2007 win-x86]
PunkBuster Client: Not Connected to a Server
quitting...
----- CL_Shutdown -----
dvar set sv_disableClientConsole 0
dvar set com_errorMessage
-----------------------
Unloaded fastfile mp_mashtuurcityv2
Unloaded fastfile mp_mashtuurcityv2_load
Unloaded fastfile localized_common_mp
Unloaded fastfile common_mp
Unloaded fastfile localized_code_post_gfx_mp
Unloaded fastfile code_post_gfx_mp
Hoffe jemand weiß wie ich den Fehler beheben kann!
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Wenn mich nicht alles täuscht, hast du den Heli nach dem Tutorial auf modsonline.com in deine Map eingebaut. Nur in dem Tutorial dort fehlen die script_origins mit dem targetname heli_leave (dort, wo der Heli die Map verlassen soll, wenn er nicht abgeschossen wurde). Kontrolliere deine script_origins für den Heli mal anhand des Wikis.
http://www.infinityward.com/wiki/index.p...elicopter_Paths
__________________
Da die Lichtgeschwindigkeit höher ist als die Schallgeschwindigkeit,
hält man so manchen für einen hellen Kopf, bis man ihn reden hört.
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Mapicted
Steuerzahler

Dabei seit: 10.04.2015
Beiträge: 200

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man kann auch einfach alles was mit dem Heli zu tun hat aus der mp_backlot kopieren und an seine map anpassen, so hab ich es gmacht un es hat funzt.
__________________ Fresh Beginnings!
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Danke na dann probier ich das mal
Der Heli hat schon mal funktioniert aber hab nen Teil in der neuen Version gelöscht von der Map und vll ist da was vom Heli auch gelöscht worden.
Na mal schaun^^
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So ich habs hingekriegt
Hab ausversehen 2 unverbundene Scriptnodes gehabt vom Heli. Kann also geclosed werden. Danke nochmal.
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Impressum ||Datenschutzerklärung
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