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Forum: All Forums : Call of Duty 4
Category: CoD 4 Scripting
Scripting and coding with Call of Duty 4.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: Script Runtime Error: cant find part 'tag_glass_front_d' in entity model
hackspiderx
General Member
Since: Feb 6, 2008
Posts: 6
Last: Feb 8, 2008
[view latest posts]
Level 0
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 11:18 am
I received the error when I was importing models and such into a map and now I get this error everytime I goto run the map in COD4 (the map compiles fine).

Error Information:
Script Runtime Error:
cant find part 'tag_glass_front_d' in entity model

Its obvious something is missing but I am not sure what tag_glass_front_d is or even where it might be located.
(I have already run a file search through the COD4 dir)

Does anyone has any suggestions on what the file is, where it is, and how to correct the issue?

Help is appreciated.


edited on Feb. 8, 2008 11:21 am by hackspiderx
.KiLL3R.
General Member
Since: Oct 26, 2006
Posts: 1090
Last: Dec 2, 2008
[view latest posts]
Level 8
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 11:21 am
used the wrong model for a scripted entity?
hackspiderx
General Member
Since: Feb 6, 2008
Posts: 6
Last: Feb 8, 2008
[view latest posts]
Level 0
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 11:32 am
I am not sure...I was just importing models and such (mostly vehicles) via misc>prefab.
I didn't try to modify any triggers or script information on any of the prefabs.
Could any imported prefabs (most likely vehicles) cause script issues?
drexton
General Member
Since: Jan 29, 2008
Posts: 13
Last: Feb 26, 2008
[view latest posts]
Level 1
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 04:31 pm
I have the exact same error showing. I'm pretty sure it's because of a vehicle that's loaded. Which one(s) are you currently using?

I have:
destructable bus
destructable luxury car thermal
destructable small blue wagon

There are a few others. I'll edit when I figure out their names as I haven't loaded the map yet just remembering from what I added last night.
drexton
General Member
Since: Jan 29, 2008
Posts: 13
Last: Feb 26, 2008
[view latest posts]
Level 1
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 04:58 pm
Alright here's the list of vehicles I'm using that give me the "tag_glass_front_d" error.

small_wagon_blue_destructible
80s_sedan1_yellow_destructible_side
luxurysedan_lowres_destructible
80s_hatch1_lowres_brn_destructible
80s_wagon1_red_destructible
bus_destructible

I'm going to remove each one at a time, recompile/etc, and see which one removes that error when it gets removed.
{UST}Chili
General Member
Since: Feb 15, 2005
Posts: 10
Last: Mar 11, 2008
[view latest posts]
Level 0
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 05:05 pm
drexton have you found ANY cars that do work?
UncleBone
General Member
Since: Aug 25, 2004
Posts: 16
Last: Apr 12, 2008
[view latest posts]
Level 1
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 05:45 pm
I had the same problem. I had to update the zone files and now it works.

If you have your .iwd file set up in the usermaps/mp_mapname folder and have the check "use custom commandline option" and put "+set fs_game mods/custommaps" in the dialog box the missingasset.csv file will be generated in the Mods/customMaps folder.

I had to copy/paste the missingasset.csv file from the Mods/customMaps folder to the main folder after running the selected map. Then go back and update the zone file and your map will be able to find the effects needed for the vehicles to explode.

If you don't add a big list of assets to the zone file the eploding vehicles will not work.

Hope this helps, it's what worked for me anyway...

I wonder if the compile tools "rules" will change with each new patch?

Also check out THIS
thread. Having the exploding vehicles causes another problem...[crazy]
drexton
General Member
Since: Jan 29, 2008
Posts: 13
Last: Feb 26, 2008
[view latest posts]
Level 1
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 06:13 pm
Yeah. I've got destructible cars to work before. I think my current problem comes from the fact that the cars that won't work are set in a prefab and so their information isn't built into the csv file correctly.

To get the cars to work, put them on your map. Save then compile / build reflections / build fast file / update fast file. Test the map, and while testing the map make sure to blow up the car. You'll most likely get an error. Hit ok or whatever, exit the game. Then compile again, build fast file, rebuild fast file and hopefully there will be more data there to copy. Save the fast file, and I generally build fast file again then test out the game and blow up that car. If you copied over the right data it should work without a problem.
drexton
General Member
Since: Jan 29, 2008
Posts: 13
Last: Feb 26, 2008
[view latest posts]
Level 1
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 06:24 pm
Got rid of the error finally. Apparently, you can not have cars pre-loaded in prefabs and then bring that prefab into your current map. If you do, you get the script runtime error "cant find part 'tag_glass_front_d' in entity model"

So load the prefab, then load prefabbed cars into your map.
hackspiderx
General Member
Since: Feb 6, 2008
Posts: 6
Last: Feb 8, 2008
[view latest posts]
Level 0
Category: CoD 4 Scripting
Posted: Friday, Feb. 8, 2008 08:27 pm
Yeah...That seemed to work. I also found out that the error will go away if you play with your zone map a bit.
Earlier I removed some CSV assets (that it prevoiusly told me to put in the list) and found out that it stopped giving me the error.

Anyways, Thanks for the help. [wave]

Why do the creators of the COD4 editor tools expect everyone to know the editor inside, out?
LOL...I love making maps but its a freaking debugging nightmare. [puke]
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