Maps not working??


(Hatey) #1

Hi

I get this weird error when trying to play the winter version of Oasis or Battery: g_Script_ScriptParse() - Error line 964: unknown action “set”

So it doesnt recognize “set” in the script :S? How come?


(Pande) #2

remove all custom scripts, I think its just like a missing bracket in a shader; every other shader from there on is screwed.

I also get that error a lot with NoQuarter weapons, especially their Ka-Bar Knife.


(TomTom7777) #3

Line 964 sounds like the map script (there are only 4-5 shader files >964 lines). You could have a corrupted map script. Or if you only see the error in plain ET you may have a map script for a mod in your /etmain directory, I.e. parsing “accum <num> set <value>” is OK in etmain but parsing “set {<key> <value>…}” is not legal in plain ET (but is OK in etpro, etpub etc.).


(Wezelkrozum) #4

So if you want to play those maps you need to run a mod. Else you can’t play them.


(Hatey) #5

Hmm… But I had those maps in my ETpub server too, and I couldnt load them.


(TomTom7777) #6

The conflict may be in another pk3, not the affected custom map pk3. The copy I have for battery_winter is by Molotov and is based on battery_eu_b2. Its map specfic shader is <600 lines and its script files have nothing at line 964 that could be mis-parsed as set (unless a setautospawn 2 lines down is corrupted, or an accum 0 set 0 on line 960 is broken).

Simplest way to trackdown if another pk3 is to blame, run the map in plain et with half of the other custom pk3 files in /etmain moved out, then try again with the other half. (leave pak0-pak2.pk3 in always). If you find the map works with one half and not the other then split the half not working in 2 and continue the binary search test until you can guess what file is to blame.

If it only happens with a major mod then the pk3 in both the /etmain and /<modname> directories have to be considered, but the ones in the /<modname> are the most suspect.


(crapshoot) #7

it should be ok in etmain as well unless the 2.60 sdk is lying to me (again).


(TomTom7777) #8

I have to stop using my 2.56 SDK. Wow 8 files test for “etpro_” content in 2.60 and all the 2.60 patch readme (which I had to go online to find!) says is that they lent some help!

Well so far I have tried using set {…} in plain 2.60, did not get it to work (changing a toi track string), but likewise I have not been able to corrupt a map script to say unknown action for “set”.
If they are using 2.55 then they should see that error if set {…} is being used in the map script. But if they are using 2.60 then a corrupted map script at a set action can do a g_Script_ScriptParse() error but not as unknown action (sfaik).

So Hatey which version of ET are you using?


off topic reply @ crapshoot, yes I remember your help re:supplydepot2 and enigma1’s work in darjii2 using set {…} but figured it as part of what Maleficus added to the mod (like create {…}).


Found it. it wasn’t winter battery it is winter oasis line 965 that has the set {…} usage in its script file (and some func_fakebrush creates in game_manager too). Now that should work in a suitable copy of etpub with ET2.60(B), but I suspect Hatey’s problem is that is not what he is running!


(crapshoot) #9

off topic @TomTom: see http://wolfwiki.anime.net/index.php/Map_scripting#Scripting_Examples_by_Rain for set command usage. iirc we did some of this for fritzbot to adjust the position of some tank build goals (possibly on caen).


(Hatey) #10

Uh, I should have mentioned that in the first post >_<
Im running a server on 2.56, it used to be 2.6b but I never got players on it so I moved to 2.56 where I atleast have many friends playing on it.

So is it possible that some of the map script isnt working on 2.56 then?? O_o

I suppose I can just leave the maps out, but I thought it would be a nice change to the same old maps.


(aaa3) #11

[QUOTE=TomTom7777;189846]
Simplest way to trackdown if another pk3 is to blame, run the map in plain et with half of the other custom pk3 files in /etmain moved out, then try again with the other half. (leave pak0-pak2.pk3 in always). If you find the map works with one half and not the other then split the half not working in 2 and continue the binary search test until you can guess what file is to blame.[/QUOTE] oh shiiii… i remember it was terrible… once i was tracking down a single file with this method deeply buried in a minimod pk3… yes deleting half the folders in the pack and saving, etc (ofc after founding it is that pack)