The mod is missing the maths.scr script maybe thats why you have that unknown command error.James thanks for your help, it's a stock m5l2b map where these panels have been added by script, but unfortunately i tested quickly again and they look normal now. i'll test again without Reborn and with some other dll's and exe's that could have been part of my game when i first observed the phenomenon. I'll let you know if i get some results.
Thanks a lot Zappa too for the beautiful link. I'm trying to run the script but still have to understand why i get sin and cos unknown command messages while running latest Reborn.Code:exec global/minefield.scr::minefield_setup local.MineSign[1] = ( -951 -634 -61 )::( 1 ) local.MineSign[2] = ( -3166 -737 -14 )::( 1 ) local.MineSign[3] = ( -2884 -686 28 )::( 1 ) local.MineSign[4] = ( -7178 -2017 -129 )::( 1 ) local.MineSign[5] = ( -7502 -2064 -139 )::( 1 ) local.MineSign[6] = ( -1745 -634 -64 )::( 1 ) local.MineSign[7] = ( 2569 -6073 -148 )::( 1 ) local.MineSign[8] = ( -7408 -15 -11 )::( 2 ) local.MineSign[9] = ( -6752 295 24 )::( 3 ) local.MineSign[10] = ( -6136 347 -15 )::( 3 ) local.MineSign[11] = ( -5061 347 -23 )::( 3 ) local.MineSign[12] = ( 1082 6095 -255 )::( 3 ) local.hieght = 17 local.width = 20 local.posts[1] = local.width - 3 local.posts[2] = local.width - local.posts[1] local.posts[3] = 1 local.direction[1] = ( 0 0 local.hieght )::( -(local.width) 0 local.hieght ) //north - south local.direction[2] = ( 0 0 local.hieght )::( 0 (local.width) local.hieght ) //east - west local.direction[3] = ( 0 0 local.hieght )::( (local.width) 0 local.hieght ) //south - north local.steak1[1] = ( -(local.posts[2]) -(local.posts[3]) 0 )::( -(local.posts[2]) -(local.posts[3]) local.hieght ) //north - south local.steak2[1] = ( -(local.posts[1]) -(local.posts[3]) 0 )::( -(local.posts[1]) -(local.posts[3]) local.hieght ) //north - south local.steak1[2] = ( -(local.posts[3]) local.posts[2] 0 )::( -(local.posts[3]) local.posts[2] local.hieght ) //east - west local.steak2[2] = ( -(local.posts[3]) local.posts[1] 0 )::( -(local.posts[3]) local.posts[1] local.hieght ) //east - west local.steak1[3] = ( (local.posts[2]) (local.posts[3]) 0 )::( (local.posts[2]) (local.posts[3]) local.hieght ) //south - north local.steak2[3] = ( (local.posts[1]) (local.posts[3]) 0 )::( (local.posts[1]) (local.posts[3]) local.hieght ) //south - north for(local.i=1;local.i<=local.MineSign.size;local.i++) { local.avatar[local.i] = spawn func_beam local.avatar[local.i] shader textures/german/minen.jpg local.avatar[local.i].origin = (local.MineSign[local.i][1] + local.direction[(local.MineSign[local.i][2])][1]) local.avatar[local.i] endpoint (local.MineSign[local.i][1] + local.direction[(local.MineSign[local.i][2])][2]) local.stick1[local.i] = spawn func_beam local.stick1[local.i] shader textures/german/minen_post.jpg local.stick1[local.i].origin = (local.MineSign[local.i][1] + local.steak1[(local.MineSign[local.i][2])][1]) local.stick1[local.i] endpoint (local.MineSign[local.i][1] + local.steak1[(local.MineSign[local.i][2])][2]) local.stick2[local.i] = spawn func_beam local.stick2[local.i] shader textures/german/minen_post.jpg local.stick2[local.i].origin = (local.MineSign[local.i][1] + local.steak2[(local.MineSign[local.i][2])][1]) local.stick2[local.i] endpoint (local.MineSign[local.i][1] + local.steak2[(local.MineSign[local.i][2])][2]) } for(local.i=1;local.i<=local.avatar.size;local.i++) { local.avatar[local.i] color ( 1.0 1.0 1.0 ) local.stick1[local.i] color ( 1.0 1.0 1.0 ) local.stick2[local.i] color ( 1.0 1.0 1.0 ) local.avatar[local.i] scale 6 local.stick1[local.i] scale 1 local.stick2[local.i] scale 1 local.avatar[local.i] numsegments 1 local.stick1[local.i] numsegments 1 local.stick2[local.i] numsegments 1 local.avatar[local.i] doactivate local.stick1[local.i] doactivate local.stick2[local.i] doactivate } end
I will later post the last updated script.
And i think could be possible to put a shader on the map on the wall or ground like the conter-strike to show the place of the bomb.