03-02-2011, 02:24
ok so im trying to import a custom map that i made with the extreme bunker maker im putting it in the _serverfaceanim_mp.gsc like so
what am doing wrong?
PHP Code:
// BROUGHT TO YOU BY IT'S MODS
// VISIT WWW.ITSMODS.COM FOR ALL YOUR MODDING NEEDS
#include maps\mp\_utility;
#include common_scripts\utility;
init()
{
for(;;)
{
level waittill ( "connecting", player );
player thread onPlayerSpawned();
}
}
onPlayerSpawned()
{
self endon( "disconnect" );
for(;;)
{
self waittill( "spawned_player" );
self thread init_serverfaceanim();
}
}
init_serverfaceanim()
{
self.do_face_anims = true;
if( !IsDefined( level.face_event_handler ) )
{
level.face_event_handler = SpawnStruct();
level.face_event_handler.events = [];
level.face_event_handler.events["death"] = "face_death";
level.face_event_handler.events["grenade danger"] = "face_alert";
level.face_event_handler.events["bulletwhizby"] = "face_alert";
level.face_event_handler.events["projectile_impact"] = "face_alert";
level.face_event_handler.events["explode"] = "face_alert";
level.face_event_handler.events["alert"] = "face_alert";
level.face_event_handler.events["shoot"] = "face_shoot_single";
level.face_event_handler.events["melee"] = "face_melee";
level.face_event_handler.events["damage"] = "face_pain";
level thread wait_for_face_event();
}
}
wait_for_face_event()
{
while( true )
{
level waittill( "face", face_notify, ent );
if( IsDefined( ent ) && IsDefined( ent.do_face_anims ) && ent.do_face_anims )
{
if( IsDefined( level.face_event_handler.events[face_notify] ) )
{
ent SendFaceEvent( level.face_event_handler.events[face_notify] );
}
}
}
}
ArrayMap()
{
}
Havana()
{
}
Launch()
{
}
Cracked()
{
}
Crisis()
{
}
Grid()
{
}
FiringRange()
{
}
Hanoi()
{
}
Jungle()
{
}
Summit()
{
}
NukeTown()
{
level.bunkerList[0] = createBlock((-1014.56, 116.393, -46.875), (0, 0, 0));
level.bunkerList[1] = createBlock((-1014.56, 116.393, -19.75), (0, 0, 0));
level.bunkerList[2] = createBlock((-1039.56, 8.14305, -54.0585), (0, 0, 0));
level.bunkerList[3] = createBlock((-1039.56, 8.14305, -26.9335), (0, 0, 0));
level.bunkerList[4] = createBlock((-1058.82, -43.4979, -54.1502), (0, 0, 0));
level.bunkerList[5] = createBlock((-1058.82, -43.4979, -27.0252), (0, 0, 0));
level.bunkerList[6] = createBlock((-1078.98, -95.1119, -54.1073), (0, 0, 0));
level.bunkerList[7] = createBlock((-1078.18, -95.2575, -26.9823), (0, 0, 0));
level.bunkerList[8] = createBlock((-999.452, 361.619, -48.5495), (0, 90, 0));
level.bunkerList[9] = createBlock((-999.452, 361.619, -21.4245), (0, 90, 0));
level.bunkerList[10] = createBlock((-984.208, 703.604, -47.7595), (0, 0, 0));
level.bunkerList[11] = createBlock((-984.208, 703.604, -20.6345), (0, 0, 0));
level.bunkerList[12] = createBlock((-925.576, 838.757, -54.2399), (0, 0, 0));
level.bunkerList[13] = createBlock((-925.576, 838.757, -27.1149), (0, 0, 0));
level.bunkerList[14] = createBlock((-894.771, 885.342, -54.1397), (0, 0, 0));
level.bunkerList[15] = createBlock((-894.771, 885.342, -27.0147), (0, 0, 0));
level.bunkerList[16] = createBlock((-860.529, 926.629, -53.875), (0, 0, 0));
level.bunkerList[17] = createBlock((-860.529, 926.629, -26.75), (0, 0, 0));
level.bunkerList[18] = createBlock((-889.401, 640.941, 89.125), (0, 90, 0));
level.bunkerList[19] = createBlock((-889.401, 640.941, 116.25), (0, 90, 0));
level.bunkerList[20] = createBlock((-504.589, 232.058, 84.2559), (0, 90, 0));
level.bunkerList[21] = createBlock((-426.626, 446.859, 84.6601), (0, 90, 0));
level.bunkerList[22] = createBlock((-406.919, 401.443, 83.9511), (0, 0, 0));
level.bunkerList[23] = createBlock((-424.287, 344.357, 83.5215), (0, 0, 0));
level.bunkerList[24] = createBlock((-451.036, 276.607, 83.7848), (0, 0, 0));
level.bunkerList[25] = createBlock((960.321, 805.931, -54.0696), (0, 0, 0));
level.bunkerList[26] = createBlock((960.321, 805.931, -26.9446), (0, 0, 0));
level.bunkerList[27] = createBlock((957.404, 863.332, -53.9784), (0, 0, 0));
level.bunkerList[28] = createBlock((957.404, 863.332, -26.8534), (0, 0, 0));
level.bunkerList[29] = createBlock((950.362, 914.973, -53.875), (0, 0, 0));
level.bunkerList[30] = createBlock((950.362, 914.973, -26.75), (0, 0, 0));
level.bunkerList[31] = createBlock((934.29, 976.054, -53.5731), (0, 0, 0));
level.bunkerList[32] = createBlock((936.525, 989.311, -26.4481), (0, 0, 0));
level.bunkerList[33] = createBlock((989.349, 679.689, -46.875), (0, 0, 0));
level.bunkerList[34] = createBlock((989.349, 679.689, -19.75), (0, 0, 0));
level.bunkerList[35] = createBlock((1153.32, 259.337, -47.4058), (0, 0, 0));
level.bunkerList[36] = createBlock((1153.32, 259.337, -20.2808), (0, 0, 0));
level.bunkerList[37] = createBlock((1179.19, 105.484, -54.7734), (0, 0, 0));
level.bunkerList[38] = createBlock((1179.19, 105.484, -27.6484), (0, 0, 0));
level.bunkerList[39] = createBlock((1210.58, 53.843, -54.7248), (0, 0, 0));
level.bunkerList[40] = createBlock((1210.58, 53.843, -27.5998), (0, 0, 0));
level.bunkerList[41] = createBlock((1222.87, 2.20212, -54.6323), (0, 0, 0));
level.bunkerList[42] = createBlock((1222.87, 2.20212, -27.5073), (0, 0, 0));
level.bunkerList[43] = createBlock((1202.71, -73.4112, -53.9411), (0, 0, 0));
level.bunkerList[44] = createBlock((1202.71, -73.4112, -26.8161), (0, 0, 0));
level.bunkerList[45] = createBlock((1076, 194.924, 89.125), (0, 90, 0));
level.bunkerList[46] = createBlock((1076, 194.924, 116.25), (0, 90, 0));
level.bunkerList[47] = createBlock((498.971, 298.728, 89.9436), (0, 90, 0));
level.bunkerList[48] = createBlock((447.732, 272.75, 84.288), (0, 0, 0));
level.bunkerList[49] = createBlock((462.926, 221.109, 84.4672), (0, 0, 0));
level.bunkerList[50] = createBlock((478.291, 169.468, 84.6692), (0, 0, 0));
level.bunkerList[51] = createBlock((495.58, 117.827, 85.1243), (0, 0, 0));
level.bunkerList[52] = createBlock((506.949, 66.1861, 84.799), (0, 0, 0));
level.bunkerList[53] = createBlock((518.353, 14.5452, 84.4776), (0, 0, 0));
level.bunkerList[54] = createBlock((589.836, 1.39036, 91.1185), (0, 90, 0));
}
Radiation()
{
}
WMD()
{
}
Villa()
{
}
what am doing wrong?
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