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therfiles

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Posts posted by therfiles

  1. No, unfortunately not. All it does is freeze the game for a sec than crash with the classic windows error message.

     

    I really don't under stand it. I removed all the entities I added. Compiled. Worked fine.

    Added them again manually while carefully tidying them up. Crashed.

     

    All I have added were a couple navgoals, some ref_tags, info_notnulls, and 3 npcs. :(

     

    Sorry for the vague description before hand. I don't even know if the COM_PushEvent has anything to do with this, but the problem still remains.

  2. Hey guys, do you know what this means? I've been working on a single player mission for quite a while. All the sudden this appears in my console and when I try to devmap my map, it crashes. All I did was add a couple entities for some cutscenes. The map worked great before that. This is all in SP. I checked out my entities. They all looked ok.

     

    Thanks guys

  3. By the way, the topic should have a \ not /

     

    Hey guys, I have a quick question for mainly the coders. I was toying around with a mod idea, but it would require many different mod directories in the gamedata folder, which would be very sloppy. So, I wondered...could I just make a folder in my gamedata folder called "testmod" and inside it a folder named "submod" that contains the mod files? Like this: gamepath\gamedata\testmod\submod\

     

    I tried setting the fs_game useing a shortcut and it worked! But I get this message ingame in the console:

     

    Can't use keys for values with a \(fs_game, testmod\submod)

     

    The .pk3 still worked, because it changed the main menu and the main menu was changed upon startup, so I know it worked, but that console message spooks me.

  4. Yeah, here is the old moddb page for it: http://www.moddb.com/mods/harry-potter-modification

     

    I started to make a Harry Potter mod for SP, I had the spells all finished and everything, but I haven't gotten close to even finishing the first level, heres some screenies if you are interested: http://www.moddb.com/mods/harry-potter-and-the-battle-of-hogwarts

     

    I've removed all the weapon models and added animations to make it look like every weapon is a spell. It really is quite cool. Unfortunately, I contacted the leader of the old Harry Potter mod, asking for and files to donate, but he said it was all lost.

  5. Hey...these are VERY useful! Especially those add cam commands. I think the spawn command spawns an entity from radient like 'spawn misc_exploding_crate'. Unfortunately, once you spawn the entity, I cant find a way to change it's properties, like if you spawn an fx_runner you can't do anything with it because you cant give it an fxfile to use.

  6. Ah...was cultistcommando the other one? I always thought it had to be hard coded...people always tried to copy the cultistcommando npc and replace it with jango and cry when it didn't work. Thats pretty strange, coding to the npc name itself...could the npc theoretically be anything as long as it has the right name?

     

    Is there anything else huge that the game neglected to finish?

     

    Thanks again, eezstreet!

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