MODSon[line.com] Wiki - Beta 1.0

World at War: Faq

From MODSonline Wiki

Jump to: navigation, search

This is the Call of Duty: World of War mapping and moding FAQ. If you don't see anything in here that should be added, or there is something wrong, feel free to login and edit this list!

Contents

[edit] Tools

Q: When I run the launcher first time it give an error saying, 'application failed to initialize properly...' How do I fix this?
A: This is due to you not having the latest version of .NET framework. Install the latest framework in order to open the executable.

Q: When I am running the converter it runs for a while then gives me an error, 'ERROR: dll version number does not match converter version.' Is this normal?
A: Yes, this is fine. Everyone gets this error. This error is given at the end of the converter's process. Don't worry, there is no problems. You should now be able to run Radiant and any other application.

Q: When I add a skybox texture, all of my skybox looks blurry, is this normal?
A: Yes, this is normal, In Call of Duty World at War the sky actually animates (moves), causing the blur.

[edit] Mapping

Q: My map crashes on start up and the levename.FF is not in any mod folder?
A: Make sure you "create map" using the tool on the main screen of the launcher. If you want to import a map you have already made, click "create map" go into radiant, load the new map, press "I" to select everything and delete it, then save and "OPEN" the map you want to import, press "I" to select everything and click on "File>"themapyoujustcreated"". It will ask you to "copy selection?" click YES.

Q: My level is red and or my players weapon and arms have a red tint?
A: Make sure you have at least 1 Reflection Probe in your level and you have brush/es covering your playable space textured with "tools> LIGHT GRID VOLUME".

Q: There's no Prefabs of xmodels with collision map files? (Temporary Solution)
A: Select misc>model and locate:

  • \Raw\Xmodel

These models will have collmaps in-game.

Q: When I launch my level it loads and then crashes/freezes before I can view it?
A: (Use this method if nothing else works) Check that your levels Fast File is NOT in a mod folder, for local testing store levelname.ff files in the;

  • \main\zone\english

If you can't find your Fast File it may be located in a mod folder:

  • \mods-

-\usermaps -\Humourmodtwo

(Make sure to remove the FF file from the mods folders, 'cut' them not 'copy' them out)

Note: This should not happen, your levelname.ff should actually be stored and run from the dir: C:\Documents and Settings\username\Local Settings\Application Data\Activision\CoDWaW

  • \mods\..
  • \usermaps

- Possibly a fault with the tools -

[edit] Scripting

None

[edit] Modding

Q: My Nazi_zombie_level loads with:

undefined is not an array index: (file maps/_zombiemode_blockers.gsc“, line 22 
if ( !IsDefined( level.flag[self.script_flag] ) )


How do I fix this?
A: This is normally due to a bad "blocker" or spawner linked to a blocker. The best solution (if your map worked before) is to remember what the last change was to do with blockers and their spawners, remove said blocker and/or spawner then test.

If the level has never worked with a "blocker", check the blockers keys and value settings are correct (no spelling errors).

Q: Why don't the Zombies make any sounds and the level is quiet?
A: There are currently some sound files missing from the tools (awaiting a patch), you can still build your level as normal and add the sounds later.

Q: My Nazi_Zombie_level does not appear in the level list, why?
A: Launch the game, select "mods" and select "usermaps" (or whatever mod folder your level is stored in). Now go to co-op and host a server, you should be able to see your level in the level list.

Q: My Zombies will not walk up stairs. How do I fix this?
A: Place pathnodes going up the stairs all the way to the top. The pathnodes can be ABOVE other nodes, but they CANNOT be touching other pathnodes.

If that does not fix it, make sure the stairs are wide enough for the zombies to walk up.

Q: I have a zombie_spawner triggered by a blocker, but they don't move or they don't attack anything. How can I fix this?
A: Be sure that your pathnodes are placed from the zombie_spawner up to the point you want them to attack. Also, make sure they are targeted by the script_model, and not the trigger_use for the blocker.

Personal tools