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  1. #1
    Registered User gunrock12 is on a distinguished road
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    Blackhawk missing vehicle scripts?

    when i placed my blackhawk chopper in my map i get this error:

    script runtime error
    [see console for details]
    assert fail:missing vehicle scripts,see above console prints

    I have been stuck on this for hours search the web
    came up with nothing.



    In radiant i set my blackhawk up as:
    script_vehicle
    vehicle_blackhawk_sas_night
    vehicletype blackhawk
    script_vehiclespawngroup
    script_vehiclestartmove



    my sp map GSC script:
    //////////////////////////////////////////////////////////////////

    #include maps\_anim;
    #include maps\_utility;
    #include common_scripts\utility;
    #include maps\_utility_code;
    #include maps\_vehicle;
    #include maps\_vehicle_aianim;
    #include maps\_helicopter_globals;
    #using_animtree("generic_human");




    main()
    {


    maps\_load::main();
    maps\faster_fx::main();
    maps\faster_anim::main();
    ////maps\_blackhawk::main("vehicle_blackhawk");
    maps\_blackhawk::main( "vehicle_blackhawk_sas_night");
    ambientFX();

    precachevehicle("blackhawk");




    /////////////////////////////////////////////
    battlechatter_off ("allies");
    battlechatter_on ("axis");
    /////////////////////////////////////////////




    thread player_setup();
    thread Introscreen();
    thread faster_sounds();
    thread obj1();
    thread block_entry (getent("no_exit","targetname"));
    thread open_door1 (getent ("push_door_trig","targetname"));
    thread ride_start (getent ("blackhawk_trig","targetname"));




    ////////////////////AMBIENT_TRIGGERS///////////////////////////
    thread amb_set1();
    thread amb_set2();
    thread amb_set3();
    thread amb_set4();




    ////////////////////////////////////////////////////////////




    /////////////////////////////////////////////////////////////////////////////
    // Set the underlying ambient track
    level.ambient_track ["amb_sewer"] = "amb_sewer";
    level.ambient_track ["amb_factory_int"] = "amb_factory_int";
    level.ambient_track ["amb_Trees"] = "amb_Trees";

    thread maps\_utility::set_ambient("amb_Trees");
    /////////////////////////////////////////////////////////////////////////////////






    ///////////////////////entity//////////////////////////


    level.hero_waters = getent ("hero_waters","targetname");
    level.hero_waters thread maps\_utility::magic_bullet_shield();
    level.hero_waters.animname = "actor1";
    level.hero_waters.battlechatter = false;

    /////level.hero_waters pushplayer( true );


    ////////////////////////////////////////////////////////////////////










    ////MusicPlay("track15");
    }






    ambientFX()

    {



    maps\_fx::loopfx("insects_carcass_flies", (1408, 1280, 160), .5);
    maps\_fx::loopfx("moth_runner", (1136, 1248, 176), .5);



    }



    faster_sounds()
    {

    maps\_fx::loopSound("emt_cricket_loop2", (1136, 1248, 176), .5);

    maps\_fx::loopSound("emt_mech_machine_running", (5292, -556, 24, .5);
    maps\_fx::loopSound("emt_mech_machine_running", (5292, -428, 24, .5);
    maps\_fx::loopSound("emt_mech_machine_running", (5292, -684, 24, .5);



    }






    player_setup()
    {

    level.player takeallweapons();
    level.player freezecontrols(true);
    level.player setviewmodel( "viewhands_sas_woodland" );
    level.player giveWeapon( "mp5_silencer" );
    level.player givemaxammo("mp5_silencer" );
    level.player switchToWeapon( "mp5_silencer" );

    }



    Introscreen()
    {
    lines = [];
    lines[ lines.size ] = &"Faster_INTROLINE1";
    lines[ lines.size ] = &"Faster_INTROLINE2";
    lines[ lines.size ] = &"Faster_INTROLINE3";
    lines[ lines.size ] = &"Faster_INTROLINE4";
    lines[ lines.size ] = &"Faster_INTROLINE5";
    fade_time = ( 1 );
    time = ( 1.5 );
    maps\_introscreen::introscreen_feed_lines( lines );
    maps\_introscreen::introscreen_generic_fade_in( "black", time, fade_time );

    ////wait 3;

    level notify("introscreen_complete");
    level.player freezecontrols( false );
    level.player enableweapons();

    }






    block_entry(trigger)
    {

    trigger waittill ("trigger");

    player_stopper1 = getent("no_exit", "targetname");
    player_stopper1 waittill ("trigger");
    setdvar( "ui_deadquote", "You failed to complete an objective!" );

    missionFailed();


    }





    open_door1(trigger)

    {


    trigger waittill ("trigger");
    level.hero_waters = getent ("hero_waters","targetname");
    push_door_node = getnode( "push_door_node" , "targetname" ); //gets the node from targetname
    level.hero_waters setgoalnode(push_door_node); //makes AI go to node
    level.hero_waters pushplayer( true );
    level.hero_waters waittill( "goal" ); //waits untill AI is to goalnode




    precachestring(&"FASTER_TALK1");






    ///level.hero_waters setgoalnode (getnode("push_door_node", "targetname"));
    ///level.hero_waters waittill( "goal" );
    ///level.hero_waters pushplayer( true );
    ////level.player playsound("npc_mortar");
    wait(5);

    thread push_door();



    }



    push_door()

    {


    level.hero_waters = getent ("hero_waters","targetname");
    level.hero_waters.animname = "actor1";
    level.hero_waters thread anim_single_solo(level.hero_waters, "hunted_open_barndoor");
    wait(0.7);
    waters_door = getent("waters_door", "targetname");
    waters_door rotateYaw( 120, 7, 0.5, 2 );
    waters_door playsound( "door_wood_slow_open" );
    door_model1 = getent ("door_model1","targetname");
    door_model1 rotateYaw( 120, 7, 0.5, 2 );
    level.hero_waters setgoalnode (getnode("inside_house", "targetname"));


    }











    obj1()
    {


    ///////////////////////unpause this///////////////////////////////////
    level.hero_waters = getent ("hero_waters","targetname");
    level.hero_waters.animname = "actor1";
    level.hero_waters thread anim_single_solo(level.hero_waters, "greetings");
    /////////////////////////////////////////////////////////////////////////////

    ///PreCacheString(&"FASTER_BOG_TCM_MAINGUNSOFFLINE93" );

    /////level.hero_waters animscripts\shared::LookAtEntity(level.player, 6, "alert");
    ////iprintln("Sgt.Bradocks: Sure, we don't have anything else better to do then to get killed! ");


    wait(50);

    level.hero_waters = getent ("hero_waters","targetname");
    level.hero_waters setgoalnode (getnode("goal_node1", "targetname"));
    level.hero_waters.bravery = 50000 ;
    level.hero_waters.goalradius = 12;







    wait(50);


    obj1 = getent("obj1", "targetname");
    objective_add(1,"active",&"FASTER_OBJ1",getent("ma rker1","targetname").origin);
    objective_current(1);
    house_spot = getent("obj1", "targetname");
    house_spot waittill("trigger");
    objective_state(1, "done");

    ////maps\_utility::autosave(1);







    /////wait(2);







    /////level.hero_waters setgoalentity(level.player);




    ////wait(5);

    ////thread obj2();



    }
















    ride_start(trigger)

    {



    blackhawk_trig = getent("blackhawk_trig", "targetname");
    blackhawk_trig waittill ("trigger");

    wait 1;


    blackhawk1 = getent("pickup_ride","targetname"); //call the vehicle


    iprintln("Sgt.Bradocks: move ");





    battlechatter_off( "allies" );

    }

















    amb_set1()
    {

    amb_set1 = getent ("amb_outside1", "targetname");
    amb_set1 waittill("trigger", player);

    while ( 1 )
    {
    amb_set1 waittill ( "trigger" );


    while ( level.player istouching ( amb_set1 ) )
    wait 1;

    AmbientStop("amb_sewer");
    wait 1;
    AmbientPlay("amb_Trees");
    }


    }








    amb_set2()
    {

    amb_set2 = getent ("amb_inside1", "targetname");
    amb_set2 waittill ("trigger");

    while ( 1 )
    {
    amb_set2 waittill ( "trigger" );


    while ( level.player istouching ( amb_set2 ) )
    wait 1;

    AmbientStop("amb_Trees");
    wait 1;
    AmbientPlay("amb_sewer");
    }


    }


    amb_set3()
    {

    amb_set3 = getent ("amb_outside2", "targetname");
    amb_set3 waittill("trigger", player);

    while ( 1 )
    {
    amb_set3 waittill ( "trigger" );


    while ( level.player istouching ( amb_set3 ) )
    wait 0.2;

    AmbientStop("amb_sewer");
    wait 0.2;
    AmbientPlay("amb_Trees");
    }


    }


    amb_set4()
    {

    amb_set4 = getent ("amb_inside2", "targetname");
    amb_set4 waittill ("trigger");

    while ( 1 )
    {
    amb_set4 waittill ( "trigger" );


    while ( level.player istouching ( amb_set4 ) )
    wait 0.3;

    AmbientStop("amb_Trees");
    wait 0.3;
    AmbientPlay("amb_sewer");
    }


    }



    /////////////////////////////////////////////////////////////

    My csv zone file:


    ignore,code_post_gfx
    ignore,common
    col_map_sp,maps/faster.d3dbsp
    rawfile,maps/faster.gsc
    localize,faster
    sound,common,faster,!all_sp
    sound,generic,faster,!all_sp
    sound,voiceovers,faster,!all_sp
    sound,requests,faster,!all_sp
    weapon,sp/mp5
    xmodel,viewhands_sas_woodland
    weapon,sp/mp5_silencer
    weapon,sp/usp_silencer
    xmodel,viewmodel_base_viewhands
    fx,weather/fog_river_200
    fx,misc/moth_runner
    fx,misc/insects_carcass_runner
    rawfile,maps/faster_fx.gsc
    fx,impacts/footstep_dust_dark
    fx,impacts/footstep_mud_dark
    fx,impacts/footstep_water_dark
    fx,misc/insects_carcass_flies
    sound,faster,faster!all_sp
    rawfile,maps_utility.gsc
    xanim,killhouse_gaz_intro
    xanim,combatwalk_f_spin
    rawfile,maps/faster_anim.gsc
    xanim,hunted_open_barndoor
    sound, ru_battlechatter, mapname,!all_sp
    sound, uk_battlechatter, mapname,!all_sp
    xanim,fastrope_fall
    xanim,bh_8_drop
    xanim,bh_8_idle
    xanim,bh_6_drop
    xanim,bh_6_idle
    xanim,bh_5_drop
    xanim,bh_5_idle
    xanim,bh_4_drop
    xanim,bh_4_idle
    xanim,bh_2_drop
    xanim,bh_2_idle
    xanim,bh_1_drop
    xanim,bh_1_idle
    xanim,bh_copilot_idle
    xanim,bh_pilot_idle
    xanim,blackout_meeting_price
    xanim,bh_rope_drop_ri
    xanim,bh_rope_idle_ri
    xanim,bh_rope_drop_le
    xanim,bh_rope_idle_le
    xanim,bh_rotors
    xanim,bh_idle
    xanim,bh_player_drop
    xanim,bh_player_idle
    xmodel,vehicle_blackhawk_sas_night

  2. #2
    Registered User gunrock12 is on a distinguished road
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    Yeah i spent all day doing research on this and the problem is there is something missing in the csv zone file.
    but what are the vehicle script i should put down? usually The csv zone file would tell you what is missing

    but it don't, plus the error [see console for details] don't help too. because it don't show up any where!
    So despreate here. even copyed the blackhawk fast rope tutorial map csv file and it came up
    with bunch of missing script errors. when i tried to run the map. Ugh!!!

    I'm stuck.

  3. #3
    Bronze/Mod Creator HolyMoly will become famous soon enough HolyMoly's Avatar
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    Try adding your map.gsc file to the csv file:

    rawfile,maps/mp_?.gsc

  4. #4
    Registered User gunrock12 is on a distinguished road
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    Okay Figured it out!!!! Now brothers hold on to your hats cause this is how i solved it!!.......ready now?...

    okay what i did was change this:


    maps\_load::main();

    maps\_blackhawk::main( "vehicle_blackhawk" );


    To this:



    maps\_blackhawk::main( "vehicle_blackhawk" );
    maps\_load::main();



    And bingo no more assert fail:missing vehicle scripts error

    the Blackhawk flew in my map with no problem!



    just by putting maps\_load::main(); in last solved it is just silly.

    i guess it stoped the blackhawk gsc script from loading

    Oh well got it working.

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