hi guys,
so i have a map that i am converting from COH1 (one of my own)
i want to put blizzard conditions on the map. including the ability to make fires and make everyone run for shelter.
i read the tutorial, watched the video....did everything listed and it still doesnt work.
is there something else required to get blizzards in the map? do i need to set some snow toggle or something?....it looks like the script runs but its missing something.
i ran another scar script to increase popcap on another map of mine and that worked fine.
also...there is a bit of a conflict with regards to this...for starters.
some people say use mapname.scar other tutorials say mapname_ID.scar....which of these works or which of these is more forceful...i think i need forceful!
also..again...in the video the script looks like this...but in pasted scripts things are missing....also is this even right? should it have another END at the end....
long story...but i have been looking at this for two days now....only other thing i can think of is that the atmosphere settings are screwed up, but it doesnt even allow me to build fires etc.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")
-------------------------------------------------------------------------
-- [[ ONINIT ]]
-------------------------------------------------------------------------
function OnInit()
MP_BlizzardInit("data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01_blizzard.aps" ,"data:art/scenarios/presets/atmosphere/DLC/mp_don_river_01.aps", nil, nil, true, nil)
end
scar_addInit (onInit)
Scar Script issues - blizzards.
5 Jul 2015, 00:58 AM
#1
Posts: 32
5 Jul 2015, 10:08 AM
#2
Posts: 318
the tutorials mentioning the "mapname"_ID.scar are out dated, note that it by default takes ~10 minutes before the first blizzard hits.
the code looks mostly ok whit the exception of OnInit and onInit
the code looks mostly ok whit the exception of OnInit and onInit
5 Jul 2015, 13:14 PM
#3
Posts: 32
ok thanks...is there a way to see what the code is doing? so you can see where it failing? like a log file or something
19 Jul 2015, 05:16 AM
#4
Posts: 32
i got it to work using this code. and using the mapname_.scar
so the other code must be wrong
function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
end
import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")
function OnInit()
MP_BlizzardInit(
"data:art/scenarios/presets/atmosphere/_mp_4p_kiev_blizzard.aps", -- Blizzard atmosphere
"data:art/scenarios/presets/atmosphere/_mp_4p_kiev.aps", --Default atmosphere
nil, -- Start in Blizzard
nil, -- Blizzard Data
true, -- Use Speech
"data:art/scenarios/presets/atmosphere/_mp_2p_kholodnaya_ferma_transition_out.aps" --Blizzard out transition atmosphere
)
end
Scar_AddInit(OnInit)
so the other code must be wrong
function OnInitID()
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
end
import("ScarUtil.scar")
import("Systems/BlizzardMulitplayer.scar")
function OnInit()
MP_BlizzardInit(
"data:art/scenarios/presets/atmosphere/_mp_4p_kiev_blizzard.aps", -- Blizzard atmosphere
"data:art/scenarios/presets/atmosphere/_mp_4p_kiev.aps", --Default atmosphere
nil, -- Start in Blizzard
nil, -- Blizzard Data
true, -- Use Speech
"data:art/scenarios/presets/atmosphere/_mp_2p_kholodnaya_ferma_transition_out.aps" --Blizzard out transition atmosphere
)
end
Scar_AddInit(OnInit)
19 Jul 2015, 05:18 AM
#5
Posts: 32
altho i just relised that my blizzard appearance must be incorrect! but apart from the wrong transition it all works.
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