command post can be build but still shows up broken


(Teuthis) #1

I have kinda interesting Problem. When I use the neutral cp from goldrush and the original goldrush script I can build the commandpost, get the message that Charge Speed increased etc but the cp still Looks broken. In the Limbo it Shows up as build but in the game it still Looks not build.

I then took an axis and/ allied commandpost from one of my old Projects. they always worked back then in 2008 and I copied my old script. Interestingly I got the same Problem, can build them, get the correct Image in the Limbo, get the message that Charge Speed increased by neither the axis nor the allied cp Looks build. Any idea what the Problem might be? I can Access all models of the commandpost in teh sd_Radio Folder …

thanks so much guys


(Mateos) #2

Did you copy/paste everything? Is something printed in red/yellow in the console?

I don’t think it’s a missing line in the script if you’ve copy/paste the whole script part, so should be entity-side


(Teuthis) #3

I did copy paste everything and when I compile I get no error message or something printed in red/yellow. Interestingly, the same Problem occurs with the tank barrier, I can build them but the flag and sand bags still Show up as if the barrier is not build at all.

My gut Feeling was that I missed the script_multiplayer.entity. I now added it and get the message G_scripting:setautospawn, couldn’t find target.

Here I used the goldrush script and just renamed the file to my map Name, so the script should work. When I remove the script and all entities that are using a script the error message disappears so it has to be something with the script. However, don’t get it as I used the original script.

thanks so much for helping


#4

Setautospawn <spawn>
Must have a team_wolf objective with
Description key set to <spawn>
:slight_smile:


(Teuthis) #5

thanks for the hint. I now put a team_wolf obj in the map. this solved the G_scriting.setautospawn error message. However, I still have the initial problem that I can successfully build the cp and the barrier but the after building the stuff still looks unbuild. When I build the cp from allied side I even don’t even see the US flag on the outside (actually I always only see the Axis flag). Also the sand bags don’t disappear when I build the barrier. Technically the map can be played but is somehow a strang thing. As I’m running the original spript I have two possible explanations for which some more professional input would be appreciated:
1.) as I copied the cp and barrier from goldrush it might be that when importing the prefab my radiant gave the stuff automatiocally new target names because the original ones were somehow already present in the map (can that be? easy to check anyway)
2.) the game path is somehow not properly set up in my radiant. As i said, I can see the sd_radio stuff so the stuff is there, which makes me favor option 1.

any thoughts from the professional end?

Thanks by the way. must be painful to again and again help some noobs making their way through this.


(twt_thunder) #6

http://www.pythononline.co.uk/et/tutorial/tutorial_command_posts.zip

from this tutorial:
http://www.pythononline.co.uk/et/tutorial20.htm
they always worked for me

EDIT: And we all have been noobs, even us who have done this for a while stumble on to unexplainable things :slight_smile:


(stealth6) #7

It’s a common problem when you import something from a different map file in radiant that radiant add a “1” to the end of all the targetnames.

There are versions of radiant that don’t do this, which might explain why you didn’t have this problem in the past. I suggest you open the map you imported and check the targetnames, then open the map you imported it into and check the names again.

tl;dr I think it’s the first thing you said.


(Teuthis) #8

thanks guys. you were 100% correct. I corrected this and everything works fine now.

You guys rock!