Darkravers Brother@Posted: Mon Nov 28, 2011 6:57 pm :
a'm quiet a bussy with a mod for prey

instlaaed my mod on c/programfiles/prey/modname

now inside my pk4 is a script called rotating_door.script
wich was actually meaned for doom

here's a textfile when you wanna help me
you may quote it and solve the error
thanks

/***********************************************************************

prey_main.script

This is the main script that is loaded before any level scripts load.

***********************************************************************/

/***********************************************************************

global parm usage

global0 - not used
global1 - not used
global2 - not used
global3 - not used
global4 - not used
global5 - not used
global6 - roadhouse alpharamp materials - time multiplier for effect
global7 - roadhouse alpharamp materials - addative time offset

***********************************************************************/


// global doom scripts
#include "script/doom_defs.script"
#include "script/doom_events.script"
#include "script/doom_util.script"

// global prey scripts
#include "script/prey_events.script"
#include "script/prey_util.script"
#include "script/prey_fades.script"
#include "script/prey_util2.script"

// Monster scripts
#include "script/ai_base.script"
#include "script/weapon.script" // Needed before ai_player
#include "script/ai_monster_base_simple.script"
#include "script/ai_monster_droid.script"
#include "script/ai_monster_mutate.script"
#include "script/ai_monster_vacuum.script"
#include "script/ai_monster_mutilatedhuman.script"
#include "script/ai_monster_centurion.script"
#include "script/ai_monster_hunter.script"
#include "script/ai_monster_creaturex.script"
#include "script/ai_monster_hound.script"
#include "script/ai_monster_fodder_simple.script"
#include "script/ai_monster_harvester.script"
#include "script/ai_monster_harvestertorso.script"
#include "script/ai_monster_jetpack_harvester.script"
#include "script/ai_monster_gasbag.script"
#include "script/ai_monster_crawler.script"
#include "script/ai_monster_keeper_simple.script"
#include "script/ai_monster_possessed_girl.script"
#include "script/ai_monster_possessed_tommy.script"
#include "script/ai_character.script"
#include "script/ai_monster_sphereboss.script"

#include "script/ai_player.script"
#include "script/ai_talon.script"

// Weapon scripts
#include "script/weapon_wrench.script"
#include "script/weapon_rifle.script"
#include "script/weapon_autocannon.script"
#include "script/weapon_crawlergrenade.script"
#include "script/weapon_soulstripper.script"
#include "script/weapon_spiritbow.script"
#include "script/weapon_rocketlauncher.script"
#include "script/weapon_hiderweapon.script"

// Map scripts
#include "script/map_deathwalk.script"
#include "script/map_lota.script"
#include "script/map_biolabs.script"
#include "script/map_salvageboss.script"
#include "script/map_harvestera.script"
#include "script/map_harvesterb.script"
#include "script/map_keeperfortress.script"
#include "script/map_roadhouse.script"
#include "script/map_spindlea.script"
#include "script/map_spindleb.script"
#include "script/map_feedingtowera_slabs.script"
#include "script/map_feedingtowera.script"
#include "script/map_feedingtowerb.script"
#include "script/map_feedingtowerc.script"
#include "script/map_superportal.script"
#include "script/map_girlfriendx.script"
#include "script/map_shuttle.script"
#include "script/map_epilogue.script"
#include "script/map_spherebrain.script"

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



{
#include "script/func_rotatingdoor.script“
}

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



Sikkpin@Posted: Mon Nov 28, 2011 8:11 pm :
prey_main() is called twice. That's probably your problem.

Remove all of this:
Code:
{
#include "script/func_rotatingdoor.script"
}
void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}
And stick this:
Code:
#include "script/func_rotatingdoor.script"
under this
Code:
#include "script/prey_util2.script"



Darkravers Brother@Posted: Thu Dec 15, 2011 9:55 pm :
no problems all is solved
i just used another rotating door script
and crafted an ASE modelfile , putted the origin of the model on the door it's side edge to make sur the door opens nomaly
it's better then using brushes cuz they have a logical respond and rotate around it's own self like a func rotate

but many thanks anyway



Darkravers Brother@Posted: Mon Nov 28, 2011 6:57 pm :
a'm quiet a bussy with a mod for prey

instlaaed my mod on c/programfiles/prey/modname

now inside my pk4 is a script called rotating_door.script
wich was actually meaned for doom

here's a textfile when you wanna help me
you may quote it and solve the error
thanks

/***********************************************************************

prey_main.script

This is the main script that is loaded before any level scripts load.

***********************************************************************/

/***********************************************************************

global parm usage

global0 - not used
global1 - not used
global2 - not used
global3 - not used
global4 - not used
global5 - not used
global6 - roadhouse alpharamp materials - time multiplier for effect
global7 - roadhouse alpharamp materials - addative time offset

***********************************************************************/


// global doom scripts
#include "script/doom_defs.script"
#include "script/doom_events.script"
#include "script/doom_util.script"

// global prey scripts
#include "script/prey_events.script"
#include "script/prey_util.script"
#include "script/prey_fades.script"
#include "script/prey_util2.script"

// Monster scripts
#include "script/ai_base.script"
#include "script/weapon.script" // Needed before ai_player
#include "script/ai_monster_base_simple.script"
#include "script/ai_monster_droid.script"
#include "script/ai_monster_mutate.script"
#include "script/ai_monster_vacuum.script"
#include "script/ai_monster_mutilatedhuman.script"
#include "script/ai_monster_centurion.script"
#include "script/ai_monster_hunter.script"
#include "script/ai_monster_creaturex.script"
#include "script/ai_monster_hound.script"
#include "script/ai_monster_fodder_simple.script"
#include "script/ai_monster_harvester.script"
#include "script/ai_monster_harvestertorso.script"
#include "script/ai_monster_jetpack_harvester.script"
#include "script/ai_monster_gasbag.script"
#include "script/ai_monster_crawler.script"
#include "script/ai_monster_keeper_simple.script"
#include "script/ai_monster_possessed_girl.script"
#include "script/ai_monster_possessed_tommy.script"
#include "script/ai_character.script"
#include "script/ai_monster_sphereboss.script"

#include "script/ai_player.script"
#include "script/ai_talon.script"

// Weapon scripts
#include "script/weapon_wrench.script"
#include "script/weapon_rifle.script"
#include "script/weapon_autocannon.script"
#include "script/weapon_crawlergrenade.script"
#include "script/weapon_soulstripper.script"
#include "script/weapon_spiritbow.script"
#include "script/weapon_rocketlauncher.script"
#include "script/weapon_hiderweapon.script"

// Map scripts
#include "script/map_deathwalk.script"
#include "script/map_lota.script"
#include "script/map_biolabs.script"
#include "script/map_salvageboss.script"
#include "script/map_harvestera.script"
#include "script/map_harvesterb.script"
#include "script/map_keeperfortress.script"
#include "script/map_roadhouse.script"
#include "script/map_spindlea.script"
#include "script/map_spindleb.script"
#include "script/map_feedingtowera_slabs.script"
#include "script/map_feedingtowera.script"
#include "script/map_feedingtowerb.script"
#include "script/map_feedingtowerc.script"
#include "script/map_superportal.script"
#include "script/map_girlfriendx.script"
#include "script/map_shuttle.script"
#include "script/map_epilogue.script"
#include "script/map_spherebrain.script"

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



{
#include "script/func_rotatingdoor.script“
}

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



Sikkpin@Posted: Mon Nov 28, 2011 8:11 pm :
prey_main() is called twice. That's probably your problem.

Remove all of this:
Code:
{
#include "script/func_rotatingdoor.script"
}
void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}
And stick this:
Code:
#include "script/func_rotatingdoor.script"
under this
Code:
#include "script/prey_util2.script"



Darkravers Brother@Posted: Thu Dec 15, 2011 9:55 pm :
no problems all is solved
i just used another rotating door script
and crafted an ASE modelfile , putted the origin of the model on the door it's side edge to make sur the door opens nomaly
it's better then using brushes cuz they have a logical respond and rotate around it's own self like a func rotate

but many thanks anyway



Darkravers Brother@Posted: Mon Nov 28, 2011 6:57 pm :
a'm quiet a bussy with a mod for prey

instlaaed my mod on c/programfiles/prey/modname

now inside my pk4 is a script called rotating_door.script
wich was actually meaned for doom

here's a textfile when you wanna help me
you may quote it and solve the error
thanks

/***********************************************************************

prey_main.script

This is the main script that is loaded before any level scripts load.

***********************************************************************/

/***********************************************************************

global parm usage

global0 - not used
global1 - not used
global2 - not used
global3 - not used
global4 - not used
global5 - not used
global6 - roadhouse alpharamp materials - time multiplier for effect
global7 - roadhouse alpharamp materials - addative time offset

***********************************************************************/


// global doom scripts
#include "script/doom_defs.script"
#include "script/doom_events.script"
#include "script/doom_util.script"

// global prey scripts
#include "script/prey_events.script"
#include "script/prey_util.script"
#include "script/prey_fades.script"
#include "script/prey_util2.script"

// Monster scripts
#include "script/ai_base.script"
#include "script/weapon.script" // Needed before ai_player
#include "script/ai_monster_base_simple.script"
#include "script/ai_monster_droid.script"
#include "script/ai_monster_mutate.script"
#include "script/ai_monster_vacuum.script"
#include "script/ai_monster_mutilatedhuman.script"
#include "script/ai_monster_centurion.script"
#include "script/ai_monster_hunter.script"
#include "script/ai_monster_creaturex.script"
#include "script/ai_monster_hound.script"
#include "script/ai_monster_fodder_simple.script"
#include "script/ai_monster_harvester.script"
#include "script/ai_monster_harvestertorso.script"
#include "script/ai_monster_jetpack_harvester.script"
#include "script/ai_monster_gasbag.script"
#include "script/ai_monster_crawler.script"
#include "script/ai_monster_keeper_simple.script"
#include "script/ai_monster_possessed_girl.script"
#include "script/ai_monster_possessed_tommy.script"
#include "script/ai_character.script"
#include "script/ai_monster_sphereboss.script"

#include "script/ai_player.script"
#include "script/ai_talon.script"

// Weapon scripts
#include "script/weapon_wrench.script"
#include "script/weapon_rifle.script"
#include "script/weapon_autocannon.script"
#include "script/weapon_crawlergrenade.script"
#include "script/weapon_soulstripper.script"
#include "script/weapon_spiritbow.script"
#include "script/weapon_rocketlauncher.script"
#include "script/weapon_hiderweapon.script"

// Map scripts
#include "script/map_deathwalk.script"
#include "script/map_lota.script"
#include "script/map_biolabs.script"
#include "script/map_salvageboss.script"
#include "script/map_harvestera.script"
#include "script/map_harvesterb.script"
#include "script/map_keeperfortress.script"
#include "script/map_roadhouse.script"
#include "script/map_spindlea.script"
#include "script/map_spindleb.script"
#include "script/map_feedingtowera_slabs.script"
#include "script/map_feedingtowera.script"
#include "script/map_feedingtowerb.script"
#include "script/map_feedingtowerc.script"
#include "script/map_superportal.script"
#include "script/map_girlfriendx.script"
#include "script/map_shuttle.script"
#include "script/map_epilogue.script"
#include "script/map_spherebrain.script"

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



{
#include "script/func_rotatingdoor.script“
}

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



Sikkpin@Posted: Mon Nov 28, 2011 8:11 pm :
prey_main() is called twice. That's probably your problem.

Remove all of this:
Code:
{
#include "script/func_rotatingdoor.script"
}
void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}
And stick this:
Code:
#include "script/func_rotatingdoor.script"
under this
Code:
#include "script/prey_util2.script"



Darkravers Brother@Posted: Thu Dec 15, 2011 9:55 pm :
no problems all is solved
i just used another rotating door script
and crafted an ASE modelfile , putted the origin of the model on the door it's side edge to make sur the door opens nomaly
it's better then using brushes cuz they have a logical respond and rotate around it's own self like a func rotate

but many thanks anyway



Darkravers Brother@Posted: Mon Nov 28, 2011 6:57 pm :
a'm quiet a bussy with a mod for prey

instlaaed my mod on c/programfiles/prey/modname

now inside my pk4 is a script called rotating_door.script
wich was actually meaned for doom

here's a textfile when you wanna help me
you may quote it and solve the error
thanks

/***********************************************************************

prey_main.script

This is the main script that is loaded before any level scripts load.

***********************************************************************/

/***********************************************************************

global parm usage

global0 - not used
global1 - not used
global2 - not used
global3 - not used
global4 - not used
global5 - not used
global6 - roadhouse alpharamp materials - time multiplier for effect
global7 - roadhouse alpharamp materials - addative time offset

***********************************************************************/


// global doom scripts
#include "script/doom_defs.script"
#include "script/doom_events.script"
#include "script/doom_util.script"

// global prey scripts
#include "script/prey_events.script"
#include "script/prey_util.script"
#include "script/prey_fades.script"
#include "script/prey_util2.script"

// Monster scripts
#include "script/ai_base.script"
#include "script/weapon.script" // Needed before ai_player
#include "script/ai_monster_base_simple.script"
#include "script/ai_monster_droid.script"
#include "script/ai_monster_mutate.script"
#include "script/ai_monster_vacuum.script"
#include "script/ai_monster_mutilatedhuman.script"
#include "script/ai_monster_centurion.script"
#include "script/ai_monster_hunter.script"
#include "script/ai_monster_creaturex.script"
#include "script/ai_monster_hound.script"
#include "script/ai_monster_fodder_simple.script"
#include "script/ai_monster_harvester.script"
#include "script/ai_monster_harvestertorso.script"
#include "script/ai_monster_jetpack_harvester.script"
#include "script/ai_monster_gasbag.script"
#include "script/ai_monster_crawler.script"
#include "script/ai_monster_keeper_simple.script"
#include "script/ai_monster_possessed_girl.script"
#include "script/ai_monster_possessed_tommy.script"
#include "script/ai_character.script"
#include "script/ai_monster_sphereboss.script"

#include "script/ai_player.script"
#include "script/ai_talon.script"

// Weapon scripts
#include "script/weapon_wrench.script"
#include "script/weapon_rifle.script"
#include "script/weapon_autocannon.script"
#include "script/weapon_crawlergrenade.script"
#include "script/weapon_soulstripper.script"
#include "script/weapon_spiritbow.script"
#include "script/weapon_rocketlauncher.script"
#include "script/weapon_hiderweapon.script"

// Map scripts
#include "script/map_deathwalk.script"
#include "script/map_lota.script"
#include "script/map_biolabs.script"
#include "script/map_salvageboss.script"
#include "script/map_harvestera.script"
#include "script/map_harvesterb.script"
#include "script/map_keeperfortress.script"
#include "script/map_roadhouse.script"
#include "script/map_spindlea.script"
#include "script/map_spindleb.script"
#include "script/map_feedingtowera_slabs.script"
#include "script/map_feedingtowera.script"
#include "script/map_feedingtowerb.script"
#include "script/map_feedingtowerc.script"
#include "script/map_superportal.script"
#include "script/map_girlfriendx.script"
#include "script/map_shuttle.script"
#include "script/map_epilogue.script"
#include "script/map_spherebrain.script"

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



{
#include "script/func_rotatingdoor.script“
}

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



Sikkpin@Posted: Mon Nov 28, 2011 8:11 pm :
prey_main() is called twice. That's probably your problem.

Remove all of this:
Code:
{
#include "script/func_rotatingdoor.script"
}
void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}
And stick this:
Code:
#include "script/func_rotatingdoor.script"
under this
Code:
#include "script/prey_util2.script"



Darkravers Brother@Posted: Thu Dec 15, 2011 9:55 pm :
no problems all is solved
i just used another rotating door script
and crafted an ASE modelfile , putted the origin of the model on the door it's side edge to make sur the door opens nomaly
it's better then using brushes cuz they have a logical respond and rotate around it's own self like a func rotate

but many thanks anyway



Darkravers Brother@Posted: Mon Nov 28, 2011 6:57 pm :
a'm quiet a bussy with a mod for prey

instlaaed my mod on c/programfiles/prey/modname

now inside my pk4 is a script called rotating_door.script
wich was actually meaned for doom

here's a textfile when you wanna help me
you may quote it and solve the error
thanks

/***********************************************************************

prey_main.script

This is the main script that is loaded before any level scripts load.

***********************************************************************/

/***********************************************************************

global parm usage

global0 - not used
global1 - not used
global2 - not used
global3 - not used
global4 - not used
global5 - not used
global6 - roadhouse alpharamp materials - time multiplier for effect
global7 - roadhouse alpharamp materials - addative time offset

***********************************************************************/


// global doom scripts
#include "script/doom_defs.script"
#include "script/doom_events.script"
#include "script/doom_util.script"

// global prey scripts
#include "script/prey_events.script"
#include "script/prey_util.script"
#include "script/prey_fades.script"
#include "script/prey_util2.script"

// Monster scripts
#include "script/ai_base.script"
#include "script/weapon.script" // Needed before ai_player
#include "script/ai_monster_base_simple.script"
#include "script/ai_monster_droid.script"
#include "script/ai_monster_mutate.script"
#include "script/ai_monster_vacuum.script"
#include "script/ai_monster_mutilatedhuman.script"
#include "script/ai_monster_centurion.script"
#include "script/ai_monster_hunter.script"
#include "script/ai_monster_creaturex.script"
#include "script/ai_monster_hound.script"
#include "script/ai_monster_fodder_simple.script"
#include "script/ai_monster_harvester.script"
#include "script/ai_monster_harvestertorso.script"
#include "script/ai_monster_jetpack_harvester.script"
#include "script/ai_monster_gasbag.script"
#include "script/ai_monster_crawler.script"
#include "script/ai_monster_keeper_simple.script"
#include "script/ai_monster_possessed_girl.script"
#include "script/ai_monster_possessed_tommy.script"
#include "script/ai_character.script"
#include "script/ai_monster_sphereboss.script"

#include "script/ai_player.script"
#include "script/ai_talon.script"

// Weapon scripts
#include "script/weapon_wrench.script"
#include "script/weapon_rifle.script"
#include "script/weapon_autocannon.script"
#include "script/weapon_crawlergrenade.script"
#include "script/weapon_soulstripper.script"
#include "script/weapon_spiritbow.script"
#include "script/weapon_rocketlauncher.script"
#include "script/weapon_hiderweapon.script"

// Map scripts
#include "script/map_deathwalk.script"
#include "script/map_lota.script"
#include "script/map_biolabs.script"
#include "script/map_salvageboss.script"
#include "script/map_harvestera.script"
#include "script/map_harvesterb.script"
#include "script/map_keeperfortress.script"
#include "script/map_roadhouse.script"
#include "script/map_spindlea.script"
#include "script/map_spindleb.script"
#include "script/map_feedingtowera_slabs.script"
#include "script/map_feedingtowera.script"
#include "script/map_feedingtowerb.script"
#include "script/map_feedingtowerc.script"
#include "script/map_superportal.script"
#include "script/map_girlfriendx.script"
#include "script/map_shuttle.script"
#include "script/map_epilogue.script"
#include "script/map_spherebrain.script"

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



{
#include "script/func_rotatingdoor.script“
}

void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}



Sikkpin@Posted: Mon Nov 28, 2011 8:11 pm :
prey_main() is called twice. That's probably your problem.

Remove all of this:
Code:
{
#include "script/func_rotatingdoor.script"
}
void prey_main() {
sys.print( "Entering main()\n");

sys.print( "Exiting main()\n" );
}
And stick this:
Code:
#include "script/func_rotatingdoor.script"
under this
Code:
#include "script/prey_util2.script"



Darkravers Brother@Posted: Thu Dec 15, 2011 9:55 pm :
no problems all is solved
i just used another rotating door script
and crafted an ASE modelfile , putted the origin of the model on the door it's side edge to make sur the door opens nomaly
it's better then using brushes cuz they have a logical respond and rotate around it's own self like a func rotate

but many thanks anyway