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Re: Adding action in WED
[Re: dracula]
#300570
12/03/09 12:20
12/03/09 12:20
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Joined: Apr 2008
Posts: 437
dracula
OP
Senior Member
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OP
Senior Member
Joined: Apr 2008
Posts: 437
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Re: Adding action in WED
[Re: dracula]
#300572
12/03/09 12:26
12/03/09 12:26
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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make sure your script is loading your level, when you run a map that has a script file attached to it from WED, it runs the script.
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Re: Adding action in WED
[Re: dracula]
#300636
12/03/09 21:23
12/03/09 21:23
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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add this to your test.c void main(){ level_load("level_name.wmb"); } so why do you need to that? Because when you dont attact a script to your map(step 3 in your post), engine works as wmb viewer and shows your level.(just as you double click .wmb file from windows explorer) but when you have a script attached, wed runs that script, if your script doesnt load your level you won't see it. As in same way, if your script has player spawning or other panels on the screen, they will also show up when you run from wed. pay attention to these screens: this is the options you get if you did not selected a script. That runs engine with your level in level viewer mode. this is the options you get whewn you have a script attached. This runs your script, just like if you started it from SED.
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Re: Adding action in WED
[Re: MikeS]
#300886
12/06/09 16:24
12/06/09 16:24
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Joined: Apr 2006
Posts: 737 Ottawa, Canada
Ottawa
User
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User
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Hi!
Is this what your looking for?
In WED preferences common options reload of externally modified files
Hope this helps! Ottawa Ver 7.86.2 Pro and Lite-C
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