Help Extreme bunker maker
#1
Question 
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

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?
[Image: mca.png]

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#2
i think its ment to be in the rank.gsc
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#3
ok ill try it
--------------------------------------------
no its just doing the same thing its giving me a bad syntex
[Image: mca.png]

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#4
are u sure u followed the steps correctly? also u never called the map threads any where
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#5
I never got any steps besides go into the game_mp file copy and paste the code into extreme bunker maker extractor and then copy and paste that code
[Image: mca.png]

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#6
Quote:Follow the steps below and your done =)

* 1. Add this to the very start of init():
PHP Code:
level.minigunList = []; level.bunkerList = [];
* 2. Call this: level thread doMaps(); on init()
* 3. and this: level thread createBlocks(); on init()
* 4. Then put:


Code:
PHP Code:
createBlocks() { level.crateTypes["turret_drop_mp"] = []; level.crateTypes["tow_turret_drop_mp"] = []; level thread maps\mp\_turret_killstreak::init(); if(level.bunkerList.size > 0) { for(i = 0; i < level.bunkerList.size; i++) { if(isDefined(level.bunkerList[i])) level thread createJumpArea(level.bunkerList[i].location, level.bunkerList[i].angle); } } if(level.minigunList.size > 0) { for(i = 0; i < level.minigunList.size; i++) { if(isDefined(level.minigunList[i])) level thread createMinigunTurret(level.minigunList[i].location, level.minigunList[i].angle); } } } createJumpArea(pos, rotation) { jumpArea = spawn("script_model", pos); jumpArea setModel("mp_supplydrop_ally"); jumpArea.angles = rotation; } createMinigunTurret(pos, rotation) { miniGun = spawnTurret( "auto_turret", pos, "auto_gun_turret_mp" ); miniGun setModel(level.auto_turret_settings["sentry"].modelBase); miniGun SetTurretType("sentry"); miniGun.angles = rotation; } createBlock(origin, angle) { block = spawnstruct(); block.location = origin; block.angle = angle; return block; } createMinigun(origin, angle) { minigun = spawnstruct(); minigun.location = origin; minigun.angle = angle; return minigun; } doMaps() { if(getDvar("mapname") == "mp_array") { /** Array **/ level thread ArrayMap(); } if(getDvar("mapname") == "mp_cairo") { /** Havana **/ level thread Havana(); } if(getDvar("mapname") == "mp_cosmodrome") { /** Launch **/ level thread Launch(); } if(getDvar("mapname") == "mp_cracked") { /** Cracked **/ level thread Cracked(); } if(getDvar("mapname") == "mp_crisis") { /** Crisis **/ level thread Crisis(); } if(getDvar("mapname") == "mp_duga") { /** Grid **/ level thread Grid(); } if(getDvar("mapname") == "mp_firingrange") { /** Firing Range **/ level thread FiringRange(); } if(getDvar("mapname") == "mp_hanoi") { /** Hanoi **/ level thread Hanoi(); } if(getDvar("mapname") == "mp_havoc") { /** Jungle **/ level thread Jungle(); } if(getDvar("mapname") == "mp_mountain") { /** Summit **/ level thread Summit(); } if(getDvar("mapname") == "mp_nuked") { /** NukeTown **/ level thread NukeTown(); } if(getDvar("mapname") == "mp_radiation") { /** Radiation **/ level thread Radiation(); } if(getDvar("mapname") == "mp_russianbase") { /** WMD **/ level thread WMD(); } if(getDvar("mapname") == "mp_villa") { /** Villa **/ level thread Villa(); } } // ================ // | Map creation | // ================ ArrayMap() { } Havana() { } Launch() { } Cracked() { } Crisis() { } Grid() { } FiringRange() { } Hanoi() { } Jungle() { } Summit() { } NukeTown() { } Radiation() { } WMD() { } Villa() { }
* 5. somewere in your _rank.
* 6. Finally add all the converted lines into the right map function =)
Example:


PHP Code:
wmd() { bunkerline goeshere }
Soon I will post his other version that allows you to spawn up to 4
different FX things in-game, like lights, or smoke, and save them!

Credits:
Master131, Creating the mod, creating the extractor
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#7
idk but there is in tutorial topic for objects dont know where -.-
Reply

#8
Ok i got it to work thank you
[Image: mca.png]

ADD ME ON STEAM: AKNINJA612
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