View Full Version : Spiker Errors
FRain
July 16th, 2008, 01:43 PM
Okay, maybe I could have posted this in my Script Errors thread but this is entirely unrelated.
I have a problem when I attempt to copy the assault rifle and place it as a spiker so I can test out the sounds I have made for it.
Doesn't matter what weapon I copy, it ALWAYS exceptions on startup. The label is ar and the only 2 things I change in the tag is the projectile and the firing effect, everything else remains the same, the animations, the model, everything is the same. There are no red label areas, the spiker is the starting weapon, and it exceptions on startup. I have not tried making it a global weapon and spawning it, but thats what I'm in the process of doing.
Any help would be great!
Thanks in advance.
Ifafudafi
July 16th, 2008, 02:34 PM
Anything else done lately that could cause it, is there a problem with the sounds themselves, or is it just the tagcopying?
Try this:
-Instead of making it a new weapon, change the Assault Rifle's firing sound to be your new one. If you get an exception, then it's probably the sound file's fault.
-If the sound replacement works properly, try creating the Spiker without modifying anything. If it exceptions, then it's probably the weapon's fault.
If both of these cause exceptions, it's something else fucked up with the map.
Masterz1337
July 16th, 2008, 03:14 PM
Does your item collection have a weight?
FRain
July 16th, 2008, 03:21 PM
Does your item collection have a weight?
No, but that cannot be the problem because my battle rifle does not have a weight and it works just fine.
It's the maps, guys, because I added it to the globals and removed it from the starting equipment, and yet still exceptions on the startup.
Bastinka
July 16th, 2008, 03:28 PM
You never remove anything from the globals from what I remember, just replace the tags it's using and never add anything.
FRain
July 16th, 2008, 03:33 PM
You never remove anything from the globals from what I remember, just replace the tags it's using and never add anything.
Added it to globals, removed from the starting equipment, so if I did a cheat_all_weapons it would spawn.
Bastinka
July 16th, 2008, 03:37 PM
No, I thought you can't add or remove ANYTHING from the globals list.. just sorta replace what something spawns. Sorta edit whats already there to link it to something else.
HDoan
July 16th, 2008, 03:38 PM
No, I thought you can't add or remove ANYTHING from the globals list.. just sorta replace what something spawns. Sorta edit whats already there to link it to something else.
I addon to the weapons spot and that doesnt really make my tool explode
Bastinka
July 16th, 2008, 03:40 PM
He's saying it exceptions, not that tool goes wild.
HDoan
July 16th, 2008, 03:43 PM
He's saying it exceptions, not that tool goes wild.
I know but I'm just saying =/
Roostervier
July 16th, 2008, 03:52 PM
Even if your BR doesn't have a weight, give it a weight of 100.
FRain
July 16th, 2008, 05:18 PM
Alright, so I just moved to a different testmap for a while now (derelict), and it seems to work.
Now, I need to know, for the fire sound I made a looping instead so it would sound smoother. Where would I reference it. I tried copying the muzzle flash and placing the looping in the attachments area but does not seem to work. Any help?
After this I think I'm pretty good.
Ifafudafi
July 16th, 2008, 06:19 PM
I don't think there's an open function for this, but you can try.
1. Under $$$ WEAPON $$$, go to the fourth box under "Export to Functions" and select "Primary firing" for "A in."
2. Then, in the "Functions" block near the top of the weapon tag, select the "B out" sequence and set "scale function by" to "A in."
3. Lastly, go to the Attachments block under your sound_looping sequence and set "primary scale" to "B out."
I believe this function was reserved for the marine's flashlight, but since this is a Spiker it shouldn't be necessary. It may fuck up something else, though, so back up your tag.
FRain
July 16th, 2008, 11:01 PM
Done, but does not seem to work, even putting the sound (.sound not looping) in the fire.effect seems not to work.
Jeez, how f*cked up can my tagset be?
Ifafudafi
July 16th, 2008, 11:25 PM
Check the .sound file itself and make sure it plays correctly (if at all), make sure it isn't too quiet, check your Gain modifiers/levels, etc.
FRain
July 17th, 2008, 12:57 PM
Alright, so I've isolated the problem. I don't have the xbox ADPCM codec installed and I thought I could get away with compiling with "wav 1" instead of "xbox 1" but appears not. Does anyone have a DL link to the codec?
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