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Forum: All Forums : Call of Duty 2
Category: CoD 2 Level Design
CoD 2 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, batistablr, Welshy
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Author Topic: Floating Horse at 0,0,0 ?!?
addiktive
General Member
Since: Sep 10, 2006
Posts: 47
Last: Nov 2, 2006
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 01:42 am
Hi,

Originally I had a floating boat at 0,0,0 co-ords... which has disappeared now...randomly...

Instead I have a floating horse... The thing is it doesnt show in Radiant, and isnt listed anywhere under Details.

I made sure I had a clean directory when compiling and havent had any problems until today.

Basically One of the guys is working on a mod that has sprint and places a horse when you activate it, now the mod is a server side mod only, so I didnt download anything, and I made sure my directories are clean before compiling anyway... So how the hell did it get there, and how do I get rid of it?!?

It disappears when you get too close or at certain angles?!? wtf



Any ideas are appreciated... and no Godfather Jokes plz ;P

addikt

edited on Oct. 19, 2006 01:43 am by addiktive
bouncy
General Member
Since: Apr 16, 2006
Posts: 105
Last: Feb 26, 2007
[view latest posts]
Level 4
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 03:14 am
thats just plain wierd...its a horse
bodyguard
General Member
Since: Jun 30, 2005
Posts: 442
Last: Dec 4, 2007
[view latest posts]
Level 5
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 04:47 am
yeah mate delete that weapons mod while u are using radient and when you finish your map then reload that mod but keep it outta ya folders also when you delete that mod and then try an play your map you will get a error so mate make sure you recompile and it shgould dissapear

take care
[rocking]
addiktive
General Member
Since: Sep 10, 2006
Posts: 47
Last: Nov 2, 2006
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 04:50 am
Ahh, the point is it was a server side mod, I didnt have or download any files..... Ive totally cleaned out my folders and recompiled but it stays theres, Its a process of elimination now to try and figure out whats causing it...

addikt
addiktive
General Member
Since: Sep 10, 2006
Posts: 47
Last: Nov 2, 2006
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 05:03 am
Ok Ive finally narrowed down the cause of the appearing horse...but it doesnt make any sense.... I tried several different versions of my map and established its nothing to do with the compiled map.

So I started testing the scripts and found that my Dock Water script causes the Horse to appear and disappear whenever I trigger_multiple..

dockwater()
{
ent1 = getent("dock", "targetname");
while(1) {
ent1 waittill("trigger",user);
ent1 playloopsound("dockwater");
while(user istouching(ent1) && isalive(user)) {
wait(1);
}
ent1 stoploopsound("dockwater");
}
}

ent1 playloopsound causes the horse to appear... because im not using the actual target trigger to play the sound, it appears that the gameengine places an object on the map as the sound source.... why a horse? Im not sure... But I either need to go back to trying to make the player play the sound, or place an invisible object as the source.

Anyone got any ideas on how to approach this?

Thanks

addikt
The_Caretaker
Preferred Member
Since: Jun 8, 2004
Posts: 11559
Last: Oct 4, 2008
[view latest posts]
Level 10
Forum Moderator
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 05:31 am
ent1 is the trigger.. and you're using the trigger to play the sound.

The engine actually places an entity at the triggers origin (0,0,0) and plays the sound from there. Because the engine doesn't know what to place, it places the default entity... the horse.

So.. add a scriptmodel and play the sound from there instead of using the trigger for it.
addiktive
General Member
Since: Sep 10, 2006
Posts: 47
Last: Nov 2, 2006
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 05:47 am
Ahh As I suspected.. Thanks for the info!

addikt
WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
[view latest posts]
Level 8
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 04:38 pm
LOL, very strange. So this is a new thing in Cod2?
In Cod and UO you cant play a sound on a trigger, it has to be an entity, and can also be a player.

Grassy
addiktive
General Member
Since: Sep 10, 2006
Posts: 47
Last: Nov 2, 2006
[view latest posts]
Level 2
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 04:41 pm
I fixed it by placing some Script Models as the source as per the_caretakers instructions. I couldnt get it to play with the player as the source.... ? working now though. Thanks Guys!


addikt
new2this
General Member
Since: Jul 16, 2006
Posts: 96
Last: Nov 9, 2006
[view latest posts]
Level 3
Category: CoD 2 Level Design
Posted: Thursday, Oct. 19, 2006 06:32 pm
Reinstall???!
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