[App] UGX Script Placer v1.1.6

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Created 2432 days ago
by Aidan
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1.1.6 released. Changelog:
- Removed placement of "sound,character,nazi_zombie_factory,all_sp" in mapname.csv which was causing a 1600 sounds error when trying to use a generated map with UGX Mod v1.0.x. This line has been moved to dlc3.csv in the latest update to the UGX Modtools Patch (v1.0.6) which can be downloaded from the UGX Wiki. The UGX Mod Standalone dlc3.csv will overwrite the Modtools Patch dlc3.csv, eliminating the possibility for the character sounds to be included when they shouldn't be.
Hey Trem just wanted to ask this every time I make a map with the UGX Script Placer I always spawn in with no weapon but if I hit the switch weapon button I get a super OP Colt. :P
It's an easy fix it but any clue what could have been causing this?
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Hey Trem just wanted to ask this every time I make a map with the UGX Script Placer I always spawn in with no weapon but if I hit the switch weapon button I get a super OP Colt. :P
It's an easy fix it but any clue what could have been causing this?
Paste the generated _loadout.gsc from your mod here.
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Paste the generated _loadout.gsc from your mod here.
Give me a second I have to redo a map on the UGX Script Placer as I fixed the problem in my other maps that used the script placer ! ^_^

#include maps\_utility;

init_loadout()
{
// MikeD (7/30/2007): New method of precaching/giving weapons.
// Set the level variables.
if( !IsDefined( level.player_loadout ) )
{
level.player_loadout = [];
}

// CODER MOD
// With the player joining later now we need to precache all weapons for the level
init_models_and_variables_loadout();

players = get_players();
for ( i = 0; i < players.size; i++ )
{
players[i] give_loadout();
players[i].pers["class"] = "closequarters";
}
level.loadoutComplete = true;
level notify("loadout complete");


// these precaches should only happen per level and campaign

if (level.campaign == "russian")
{
if (level.script == "ber2")
{
mptype\player_rus_guard_wet::precache();
}
else if (level.script == "sniper")
{
// nothing!
}
else
{
mptype\player_rus_guard::precache();
}
}
else if (level.campaign == "american")
{
if (level.script == "pel1")
{
mptype\player_usa_marine::precache();
}
else if (level.script == "pel1a" || level.script == "pel2")
{
mptype\player_usa_marine::precache();
}
else if (level.script == "oki2")
{
mptype\player_usa_marine_wet::precache();
}
else if( level.script == "mak")
{
mptype\player_usa_raider::precache();
}
else if ( level.script == "pby_fly")
{
//nothing
}
else if( isDefined( level.use_zombie_heroes ) && level.use_zombie_heroes )
{

mptype\nazi_zombie_heroes::precache();

}
else
{
mptype\player_usa_marine::precache();
}
}
else
{
mptype\player_usa_marine::precache();
}
}

init_models_and_variables_loadout()
{
// SCRIPTER_MOD
// MikeD (3/16/2007): Testmap for Coop
if( level.script == "coop_test1" )
{
add_weapon( "m1garand" );
add_weapon( "thompson" );
add_weapon( "fraggrenade" );
set_switch_weapon( "m1garand" );

set_player_viewmodel( "viewmodel_usa_marine_arms");

level.campaign = "american";
return;
}
else if( level.script == "mak" ) // MikeD
{
add_weapon( "nambu" );
set_switch_weapon( "nambu" );
set_laststand_pistol( "nambu" );

set_player_viewmodel( "viewmodel_usa_raider_arms" );
set_player_interactive_hands( "viewmodel_usa_raider_player" );

level.campaign = "american";
return;
}
else if( level.script == "pel1" ) // Jesse
{
add_weapon( "colt");
add_weapon( "m1garand_bayonet" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
add_weapon( "rocket_barrage" );
set_action_slot( 4, "weapon", "rocket_barrage" );
set_secondary_offhand( "smoke" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

// CODER MOD (Austin & Sumeet 11/3/07)
// Fix bugs #1056 & #1057 with co-op players having no weapon selected
set_switch_weapon( "m1garand_bayonet" );

level.campaign = "american";
return;
}
else if( level.script == "pel1a" ) // MikeD
{
add_weapon( "m1garand" );
PrecacheItem( "m2_flamethrower" );
//add_weapon( "m2_flamethrower" );
add_weapon( "thompson" );
//TFLAME - Bug about 3 weapons
//add_weapon( "colt" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );
// set_switch_weapon( "m2_flamethrower" );
set_switch_weapon( "m1garand" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

level.campaign = "american";
return;
}
else if( level.script == "pel1b" )
{
// TODO add level-specific weapons
add_weapon( "shotgun" );
add_weapon( "30cal_bipod" );
//add_weapon( "colt");
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "30cal_bipod" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if (level.script == "pby_fly" ) // Gavin
{
//add_weapon( "pby_backgun" );
//add_weapon( "pby_frontgun" );
//add_weapon( "pby_rightgun" );
//add_weapon( "pby_leftgun" );
//set_action_slot( 1, "weapon", "pby_frontgun" );
//set_action_slot( 4, "weapon", "pby_rightgun" );
//set_action_slot( 2, "weapon", "pby_backgun" );
//set_action_slot( 3, "weapon", "pby_leftgun" );

set_laststand_pistol( "colt" ); // No revive while in the air!

set_player_viewmodel( "viewmodel_usa_pbycrew_arms");

level.campaign = "american";
return;
}
else if( level.script == "pel2" ) // DPG (7/9/2007): Peleliu 2
{
add_weapon( "colt" );

add_weapon( "bar" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );

set_switch_weapon( "bar" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

level.campaign = "american";
return;
}
else if( level.script == "see1" ) // Alex Liu
{
add_weapon( "mosin_rifle" );
add_weapon( "tokarev" );
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "mosin_rifle" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "see2" ) // DPG (7/9/2007): Seelow 2
{
//add_weapon( "mosin_rifle" );
add_weapon( "m2_flamethrower" );
add_weapon( "ppsh" );
add_weapon( "stick_grenade" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "m2_flamethrower" );

set_laststand_pistol( "none" ); // Players are in a tank

// SRS 6/24/2008: don't need visible viewarms because you're in a tank

level.campaign = "russian";
return;
}
else if( level.script == "ber1" ) // Bloodlust (7/06/2007): Berlin 1
{
add_weapon( "tokarev" );
add_weapon( "mosin_rifle" );
add_weapon( "stick_grenade" );
//add_weapon( "m8_white_smoke" );
add_weapon( "molotov" );
set_secondary_offhand( "molotov" );
set_switch_weapon( "mosin_rifle" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "ber1_geo" ) // Bloodlust (10/22/2007): Berlin 1 Geo (for Brandon)
{
add_weapon( "mosin_rifle" );
add_weapon( "ppsh" );
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "mosin_rifle" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "ber2" ) // SS
{
add_weapon( "ppsh" );
add_weapon( "tokarev" );
//add_weapon( "mosin_rifle" );  // SRS 5/9/2008: need to pick either the rifle or the SMG to start
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "ppsh" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "sniper" ) // TFlame 2/12/08 - only weapon player should have is a scoped rifle
{
add_weapon( "mosin_rifle_scoped" );
add_weapon( "stick_grenade" );
set_switch_weapon("mosin_rifle_scoped");

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");
set_player_interactive_hands( "viewmodel_rus_guard_player" );

level.campaign = "russian";
return;
}
else if( level.script == "ber3" ) // Joyal
{
add_weapon( "svt40" );
add_weapon( "ppsh" );
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "ppsh" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel("viewmodel_rus_guard_arms");
level.campaign = "russian";
return;
}
else if( level.script == "ber3b" ) // SS
{
add_weapon( "tokarev" );
add_weapon( "svt40" );
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "svt40" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "oki2" ) // JeremyS
{
add_weapon( "30cal_wet" );
//add_weapon( "m2_flamethrower_wet" );
PrecacheItem( "m2_flamethrower_wet" );
add_weapon( "thompson_wet" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
//add_weapon( "satchel_charge" );
set_secondary_offhand( "smoke" );
// set_switch_weapon( "m2_flamethrower_wet" );
set_switch_weapon( "thompson_wet" );


set_laststand_pistol( "colt_wet" );

set_player_viewmodel( "viewmodel_usa_marinewet_rolledup_arms");
set_player_interactive_hands( "viewmodel_usa_marinewet_rolledup_player" ); // Uncomment this if you want "interactive" hands for Banzai

level.campaign = "american";
return;
}
else if( level.script == "prologue" ) // Lucas (03/14/2008)
{
add_weapon( "m1garand" );
add_weapon( "colt" );
set_switch_weapon( "colt" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");

level.campaign = "american";
return;
}
else if( level.script == "oki3" ) // ChrisP
{
add_weapon( "m1garand" );
add_weapon( "thompson" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
add_weapon("air_support");
set_action_slot( 4, "weapon", "air_support" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "m1garand" );
set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

level.campaign = "american";
return;
}
else if( level.script == "living_battlefield" )
{
add_weapon( "m1garand_bayonet" );
add_weapon( "thompson" );
add_weapon( "molotov" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
add_weapon( "fraggrenade" );
set_secondary_offhand( "flash" );
set_switch_weapon( "m1garand_bayonet" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");

level.campaign = "american";
return;
}
else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) || level.script == "zombie_test_map" ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if( IsSubStr( level.script, "intro_" ) ) // Support for the intro movies for the campaigns
{
return;
}
else if( level.script == "credits" )
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");
level.campaign = "american";
return;
}


//------------------------------------
// level.script is not a single player level. give default weapons.
println ("loadout.gsc:     No level listing in _loadout.gsc, giving default guns!!!! =======================");

// default weapons
add_weapon( "colt" );
add_weapon( "m1garand" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );

set_laststand_pistol( "colt" );
set_switch_weapon( "m1garand" );

// SRS 6/29/2008: updated to allow defaulted maps to have different level.campaign default viewarms
if( IsDefined( level.campaign ) && level.campaign == "russian" )
{
set_player_viewmodel( "viewmodel_rus_guard_arms");
}
else
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
level.campaign = "american";
}
}

// This will precache and set the loadout rather than duplicating work.
add_weapon( weapon_name )
{
PrecacheItem( weapon_name );
level.player_loadout[level.player_loadout.size] = weapon_name;
}

// This sets the secondary offhand type when the player spawns in
set_secondary_offhand( weapon_name )
{
level.player_secondaryoffhand = weapon_name;
}

// This sets the the switchtoweapon when the player spawns in
set_switch_weapon( weapon_name )
{
level.player_switchweapon = weapon_name;
}

// This sets the the action slot for when the player spawns in
set_action_slot( num, option1, option2 )
{

if( num < 2 || num > 4)
{
if(level.script != "pby_fly")  // GLocke 11/15/2007 - The flying level uses all 4 dpad slots
{
// Not using 1, since it's defaulted to grenade launcher.
assertmsg( "_loadout.gsc: set_action_slot must be set with a number greater than 1 and less than 5" );
}
}

// Glocke 12/03/07 - added precaching of weapon type for action slot
if(IsDefined(option1))
{
if(option1 == "weapon")
{
PrecacheItem(option2);
level.player_loadout[level.player_loadout.size] = option2;
}
}

if( !IsDefined( level.player_actionslots ) )
{
level.player_actionslots = [];
}

action_slot = SpawnStruct();
action_slot.num = num;
action_slot.option1 = option1;

if( IsDefined( option2 ) )
{
action_slot.option2 = option2;
}

level.player_actionslots[level.player_actionslots.size] = action_slot;
}

// Sets the player's viewmodel
set_player_viewmodel( viewmodel )
{
PrecacheModel( viewmodel );
level.player_viewmodel = viewmodel;
}

// Sets the player's handmodel used for "interactive" hands and banzai attacks
set_player_interactive_hands( model )
{
level.player_interactive_hands = model;
PrecacheModel( level.player_interactive_hands );
}

// Sets the player's laststand pistol
set_laststand_pistol( weapon )
{
level.laststandpistol = weapon;
}

give_loadout(wait_for_switch_weapon)
{
if( !IsDefined( game["gaveweapons"] ) )
{
game["gaveweapons"] = 0;
}

if( !IsDefined( game["expectedlevel"] ) )
{
game["expectedlevel"] = "";
}

if( game["expectedlevel"] != level.script )
{
game["gaveweapons"] = 0;
}

if( game["gaveweapons"] == 0 )
{
game["gaveweapons"] = 1;
}

// MikeD (4/18/2008): In order to be able to throw a grenade back, the player first needs to at
// least have a grenade in his inventory before doing so. So let's try to find out and give it to him
// then take it away.
gave_grenade = false;

// First check to see if we are giving him a grenade, if so, skip this process.
for( i = 0; i < level.player_loadout.size; i++ )
{
if( WeaponType( level.player_loadout[i] ) == "grenade" )
{
gave_grenade = true;
break;
}
}

// If we do not have a grenade then try to automatically assign one
// If we can't automatically do this, then the scripter needs to do by hand in the level
if( !gave_grenade )
{
if( IsDefined( level.player_grenade ) )
{
grenade = level.player_grenade;
self GiveWeapon( grenade );
self SetWeaponAmmoStock( grenade, 0 );
gave_grenade = true;
}

if( !gave_grenade )
{
// Get all of the AI and assign any grenade to the player
ai = GetAiArray( "allies" );

if( IsDefined( ai ) )
{
for( i = 0; i < ai.size; i++ )
{
if( IsDefined( ai[i].grenadeWeapon ) )
{
grenade = ai[i].grenadeWeapon;
self GiveWeapon( grenade );
self SetWeaponAmmoStock( grenade, 0 );
break;
}
}
}

println( "^3LOADOUT ISSUE: Unable to give a grenade, the player need to be given a grenade and then take it away in order for the player to throw back grenades, but not have any grenades in his inventory." );
}
}

for( i = 0; i < level.player_loadout.size; i++ )
{
self GiveWeapon( level.player_loadout[i] );
}

self SetActionSlot( 1, "" );
self SetActionSlot( 2, "" );
self SetActionSlot( 3, "altMode" ); // toggles between attached grenade launcher
self SetActionSlot( 4, "" );

if( IsDefined( level.player_actionslots ) )
{
for( i = 0; i < level.player_actionslots.size; i++ )
{
num = level.player_actionslots[i].num;
option1 = level.player_actionslots[i].option1;

if( IsDefined( level.player_actionslots[i].option2 ) )
{
option2 = level.player_actionslots[i].option2;
self SetActionSlot( num, option1, option2 );
}
else
{
self SetActionSlot( num, option1 );
}
}
}

if( IsDefined( level.player_switchweapon ) )
{
// the wait was added to fix a revive issue with the host
// for some reson the SwitchToWeapon message gets lost
// this can be removed if that is ever resolved
if ( isdefined(wait_for_switch_weapon) && wait_for_switch_weapon == true )
{
wait(0.5);
}
self SwitchToWeapon( level.player_switchweapon );
}

wait(0.5);

self player_flag_set("loadout_given");
}

give_model( class )
{
// switch ( level.campaign )
// {
// case "russian":
// self mptype\player_rus_guard::main();
// break;
// case "american":
// default:
// self mptype\player_usa_marine::main();
// break;

if (level.campaign == "russian")
{
if (level.script == "ber2")
{
self mptype\player_rus_guard_wet::main();
}
else if (level.script == "sniper")
{
// nothing!
}
else
{
self mptype\player_rus_guard::main();
}
}
else if (level.campaign == "american")
{
if (level.script == "pel1")
{
self mptype\player_usa_marine::main();
}
else if (level.script == "pel1a" || level.script == "pel2")
{
self mptype\player_usa_marine::main();
}
else if (level.script == "oki2")
{
self mptype\player_usa_marine_wet::main();
}
else if (level.script == "mak")
{
self mptype\player_usa_raider::main();
}
else if ( level.script == "pby_fly")
{
//nothing
}
else if( isDefined( level.use_zombie_heroes ) && level.use_zombie_heroes )
{

switch( self.entity_num)
{
case 0:
character\char_zomb_player_0::main();
break;
case 1:
character\char_zomb_player_1::main();
break;
case 2:
character\char_zomb_player_2::main();
break;
case 3:
character\char_zomb_player_3::main();
break;
}

}
else
{
self mptype\player_usa_marine::main();
}
}
else
{
self mptype\player_usa_marine::main();
}







// }

// MikeD (3/28/2008): If specified, give the player his hands
if( IsDefined( level.player_viewmodel ) )
{
self SetViewModel( level.player_viewmodel );
}
}

///////////////////////////////////////////////
// SavePlayerWeaponStatePersistent
//
// Saves the player's weapons and ammo state persistently( in the game variable )
// so that it can be restored in a different map.
// You can use strings for the slot:
//
// SavePlayerWeaponStatePersistent( "russianCampaign" );
//
// Or you can just use numbers:
//
// SavePlayerWeaponStatePersistent( 0 );
// SavePlayerWeaponStatePersistent( 1 ); etc.
//
// In a different map, you can restore using RestorePlayerWeaponStatePersistent( slot );
// Make sure that you always persist the data between map changes.

SavePlayerWeaponStatePersistent( slot )
{
current = level.player getCurrentWeapon();
if ( ( !isdefined( current ) ) || ( current == "none" ) )
assertmsg( "Player's current weapon is 'none' or undefined. Make sure 'disableWeapons()' has not been called on the player when trying to save weapon states." );
game[ "weaponstates" ][ slot ][ "current" ] = current;

offhand = level.player getcurrentoffhand();
game[ "weaponstates" ][ slot ][ "offhand" ] = offhand;

game[ "weaponstates" ][ slot ][ "list" ] = [];
weapList = level.player GetWeaponsList();
for ( weapIdx = 0; weapIdx < weapList.size; weapIdx++ )
{
game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "name" ] = weapList[ weapIdx ];

// below is only used if we want to NOT give max ammo
// game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "clip" ] = level.player GetWeaponAmmoClip( weapList[ weapIdx ] );
// game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "stock" ] = level.player GetWeaponAmmoStock( weapList[ weapIdx ] );
}
}

RestorePlayerWeaponStatePersistent( slot )
{
if ( !isDefined( game[ "weaponstates" ] ) )
return false;
if ( !isDefined( game[ "weaponstates" ][ slot ] ) )
return false;

level.player takeallweapons();

for ( weapIdx = 0; weapIdx < game[ "weaponstates" ][ slot ][ "list" ].size; weapIdx++ )
{
weapName = game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "name" ];

if ( isdefined( level.legit_weapons ) )
{
// weapon doesn't exist in this level
if ( !isdefined( level.legit_weapons[ weapName ] ) )
continue;
}

// don't carry over C4 or claymores
if ( weapName == "c4" )
continue;
if ( weapName == "claymore" )
continue;
level.player GiveWeapon( weapName );
level.player GiveMaxAmmo( weapName );

// below is only used if we want to NOT give max ammo
// level.player SetWeaponAmmoClip( weapName, game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "clip" ] );
// level.player SetWeaponAmmoStock( weapName, game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "stock" ] );
}

if ( isdefined( level.legit_weapons ) )
{
weapname = game[ "weaponstates" ][ slot ][ "offhand" ];
if ( isdefined( level.legit_weapons[ weapName ] ) )
level.player switchtooffhand( weapname );

weapname = game[ "weaponstates" ][ slot ][ "current" ];
if ( isdefined( level.legit_weapons[ weapName ] ) )
level.player SwitchToWeapon( weapname );
}
else
{
level.player switchtooffhand( game[ "weaponstates" ][ slot ][ "offhand" ] );
level.player SwitchToWeapon( game[ "weaponstates" ][ slot ][ "current" ] );
}

return true;
}

Last Edit: August 09, 2014, 03:49:21 am by ValenciaRicardo1
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Date Registered: 17 August 2012
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Give me a second I have to redo a map on the UGX Script Placer as I fixed the problem in my other maps that used the script placer ! ^_^

#include maps\_utility;

init_loadout()
{
// MikeD (7/30/2007): New method of precaching/giving weapons.
// Set the level variables.
if( !IsDefined( level.player_loadout ) )
{
level.player_loadout = [];
}

// CODER MOD
// With the player joining later now we need to precache all weapons for the level
init_models_and_variables_loadout();

players = get_players();
for ( i = 0; i < players.size; i++ )
{
players[i] give_loadout();
players[i].pers["class"] = "closequarters";
}
level.loadoutComplete = true;
level notify("loadout complete");


// these precaches should only happen per level and campaign

if (level.campaign == "russian")
{
if (level.script == "ber2")
{
mptype\player_rus_guard_wet::precache();
}
else if (level.script == "sniper")
{
// nothing!
}
else
{
mptype\player_rus_guard::precache();
}
}
else if (level.campaign == "american")
{
if (level.script == "pel1")
{
mptype\player_usa_marine::precache();
}
else if (level.script == "pel1a" || level.script == "pel2")
{
mptype\player_usa_marine::precache();
}
else if (level.script == "oki2")
{
mptype\player_usa_marine_wet::precache();
}
else if( level.script == "mak")
{
mptype\player_usa_raider::precache();
}
else if ( level.script == "pby_fly")
{
//nothing
}
else if( isDefined( level.use_zombie_heroes ) && level.use_zombie_heroes )
{

mptype\nazi_zombie_heroes::precache();

}
else
{
mptype\player_usa_marine::precache();
}
}
else
{
mptype\player_usa_marine::precache();
}
}

init_models_and_variables_loadout()
{
// SCRIPTER_MOD
// MikeD (3/16/2007): Testmap for Coop
if( level.script == "coop_test1" )
{
add_weapon( "m1garand" );
add_weapon( "thompson" );
add_weapon( "fraggrenade" );
set_switch_weapon( "m1garand" );

set_player_viewmodel( "viewmodel_usa_marine_arms");

level.campaign = "american";
return;
}
else if( level.script == "mak" ) // MikeD
{
add_weapon( "nambu" );
set_switch_weapon( "nambu" );
set_laststand_pistol( "nambu" );

set_player_viewmodel( "viewmodel_usa_raider_arms" );
set_player_interactive_hands( "viewmodel_usa_raider_player" );

level.campaign = "american";
return;
}
else if( level.script == "pel1" ) // Jesse
{
add_weapon( "colt");
add_weapon( "m1garand_bayonet" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
add_weapon( "rocket_barrage" );
set_action_slot( 4, "weapon", "rocket_barrage" );
set_secondary_offhand( "smoke" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

// CODER MOD (Austin & Sumeet 11/3/07)
// Fix bugs #1056 & #1057 with co-op players having no weapon selected
set_switch_weapon( "m1garand_bayonet" );

level.campaign = "american";
return;
}
else if( level.script == "pel1a" ) // MikeD
{
add_weapon( "m1garand" );
PrecacheItem( "m2_flamethrower" );
//add_weapon( "m2_flamethrower" );
add_weapon( "thompson" );
//TFLAME - Bug about 3 weapons
//add_weapon( "colt" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );
// set_switch_weapon( "m2_flamethrower" );
set_switch_weapon( "m1garand" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

level.campaign = "american";
return;
}
else if( level.script == "pel1b" )
{
// TODO add level-specific weapons
add_weapon( "shotgun" );
add_weapon( "30cal_bipod" );
//add_weapon( "colt");
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "30cal_bipod" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if (level.script == "pby_fly" ) // Gavin
{
//add_weapon( "pby_backgun" );
//add_weapon( "pby_frontgun" );
//add_weapon( "pby_rightgun" );
//add_weapon( "pby_leftgun" );
//set_action_slot( 1, "weapon", "pby_frontgun" );
//set_action_slot( 4, "weapon", "pby_rightgun" );
//set_action_slot( 2, "weapon", "pby_backgun" );
//set_action_slot( 3, "weapon", "pby_leftgun" );

set_laststand_pistol( "colt" ); // No revive while in the air!

set_player_viewmodel( "viewmodel_usa_pbycrew_arms");

level.campaign = "american";
return;
}
else if( level.script == "pel2" ) // DPG (7/9/2007): Peleliu 2
{
add_weapon( "colt" );

add_weapon( "bar" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );

set_switch_weapon( "bar" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

level.campaign = "american";
return;
}
else if( level.script == "see1" ) // Alex Liu
{
add_weapon( "mosin_rifle" );
add_weapon( "tokarev" );
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "mosin_rifle" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "see2" ) // DPG (7/9/2007): Seelow 2
{
//add_weapon( "mosin_rifle" );
add_weapon( "m2_flamethrower" );
add_weapon( "ppsh" );
add_weapon( "stick_grenade" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "m2_flamethrower" );

set_laststand_pistol( "none" ); // Players are in a tank

// SRS 6/24/2008: don't need visible viewarms because you're in a tank

level.campaign = "russian";
return;
}
else if( level.script == "ber1" ) // Bloodlust (7/06/2007): Berlin 1
{
add_weapon( "tokarev" );
add_weapon( "mosin_rifle" );
add_weapon( "stick_grenade" );
//add_weapon( "m8_white_smoke" );
add_weapon( "molotov" );
set_secondary_offhand( "molotov" );
set_switch_weapon( "mosin_rifle" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "ber1_geo" ) // Bloodlust (10/22/2007): Berlin 1 Geo (for Brandon)
{
add_weapon( "mosin_rifle" );
add_weapon( "ppsh" );
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "mosin_rifle" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "ber2" ) // SS
{
add_weapon( "ppsh" );
add_weapon( "tokarev" );
//add_weapon( "mosin_rifle" );  // SRS 5/9/2008: need to pick either the rifle or the SMG to start
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "ppsh" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "sniper" ) // TFlame 2/12/08 - only weapon player should have is a scoped rifle
{
add_weapon( "mosin_rifle_scoped" );
add_weapon( "stick_grenade" );
set_switch_weapon("mosin_rifle_scoped");

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");
set_player_interactive_hands( "viewmodel_rus_guard_player" );

level.campaign = "russian";
return;
}
else if( level.script == "ber3" ) // Joyal
{
add_weapon( "svt40" );
add_weapon( "ppsh" );
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "ppsh" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel("viewmodel_rus_guard_arms");
level.campaign = "russian";
return;
}
else if( level.script == "ber3b" ) // SS
{
add_weapon( "tokarev" );
add_weapon( "svt40" );
// CODER_MOD: Austin (7/31/08): added stick grenade for russian campaign to replace smoke (BUG 17665)
add_weapon( "stick_grenade" );
add_weapon( "molotov" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "svt40" );

set_laststand_pistol( "tokarev" );

set_player_viewmodel( "viewmodel_rus_guard_arms");

level.campaign = "russian";
return;
}
else if( level.script == "oki2" ) // JeremyS
{
add_weapon( "30cal_wet" );
//add_weapon( "m2_flamethrower_wet" );
PrecacheItem( "m2_flamethrower_wet" );
add_weapon( "thompson_wet" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
//add_weapon( "satchel_charge" );
set_secondary_offhand( "smoke" );
// set_switch_weapon( "m2_flamethrower_wet" );
set_switch_weapon( "thompson_wet" );


set_laststand_pistol( "colt_wet" );

set_player_viewmodel( "viewmodel_usa_marinewet_rolledup_arms");
set_player_interactive_hands( "viewmodel_usa_marinewet_rolledup_player" ); // Uncomment this if you want "interactive" hands for Banzai

level.campaign = "american";
return;
}
else if( level.script == "prologue" ) // Lucas (03/14/2008)
{
add_weapon( "m1garand" );
add_weapon( "colt" );
set_switch_weapon( "colt" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");

level.campaign = "american";
return;
}
else if( level.script == "oki3" ) // ChrisP
{
add_weapon( "m1garand" );
add_weapon( "thompson" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
add_weapon("air_support");
set_action_slot( 4, "weapon", "air_support" );
set_secondary_offhand( "smoke" );
set_switch_weapon( "m1garand" );
set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player" );

level.campaign = "american";
return;
}
else if( level.script == "living_battlefield" )
{
add_weapon( "m1garand_bayonet" );
add_weapon( "thompson" );
add_weapon( "molotov" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
add_weapon( "fraggrenade" );
set_secondary_offhand( "flash" );
set_switch_weapon( "m1garand_bayonet" );

set_laststand_pistol( "colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");

level.campaign = "american";
return;
}
else if( GetDvar( "zombiemode" ) == "1" || IsSubStr( level.script, "nazi_zombie_" ) || level.script == "zombie_test_map" ) // CODER_MOD (Austin 5/4/08): zombiemode loadout setup
{
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
return;
}
else if( IsSubStr( level.script, "intro_" ) ) // Support for the intro movies for the campaigns
{
return;
}
else if( level.script == "credits" )
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");
level.campaign = "american";
return;
}


//------------------------------------
// level.script is not a single player level. give default weapons.
println ("loadout.gsc:     No level listing in _loadout.gsc, giving default guns!!!! =======================");

// default weapons
add_weapon( "colt" );
add_weapon( "m1garand" );
add_weapon( "fraggrenade" );
add_weapon( "m8_white_smoke" );
set_secondary_offhand( "smoke" );

set_laststand_pistol( "colt" );
set_switch_weapon( "m1garand" );

// SRS 6/29/2008: updated to allow defaulted maps to have different level.campaign default viewarms
if( IsDefined( level.campaign ) && level.campaign == "russian" )
{
set_player_viewmodel( "viewmodel_rus_guard_arms");
}
else
{
set_player_viewmodel( "viewmodel_usa_marine_arms");
level.campaign = "american";
}
}

// This will precache and set the loadout rather than duplicating work.
add_weapon( weapon_name )
{
PrecacheItem( weapon_name );
level.player_loadout[level.player_loadout.size] = weapon_name;
}

// This sets the secondary offhand type when the player spawns in
set_secondary_offhand( weapon_name )
{
level.player_secondaryoffhand = weapon_name;
}

// This sets the the switchtoweapon when the player spawns in
set_switch_weapon( weapon_name )
{
level.player_switchweapon = weapon_name;
}

// This sets the the action slot for when the player spawns in
set_action_slot( num, option1, option2 )
{

if( num < 2 || num > 4)
{
if(level.script != "pby_fly")  // GLocke 11/15/2007 - The flying level uses all 4 dpad slots
{
// Not using 1, since it's defaulted to grenade launcher.
assertmsg( "_loadout.gsc: set_action_slot must be set with a number greater than 1 and less than 5" );
}
}

// Glocke 12/03/07 - added precaching of weapon type for action slot
if(IsDefined(option1))
{
if(option1 == "weapon")
{
PrecacheItem(option2);
level.player_loadout[level.player_loadout.size] = option2;
}
}

if( !IsDefined( level.player_actionslots ) )
{
level.player_actionslots = [];
}

action_slot = SpawnStruct();
action_slot.num = num;
action_slot.option1 = option1;

if( IsDefined( option2 ) )
{
action_slot.option2 = option2;
}

level.player_actionslots[level.player_actionslots.size] = action_slot;
}

// Sets the player's viewmodel
set_player_viewmodel( viewmodel )
{
PrecacheModel( viewmodel );
level.player_viewmodel = viewmodel;
}

// Sets the player's handmodel used for "interactive" hands and banzai attacks
set_player_interactive_hands( model )
{
level.player_interactive_hands = model;
PrecacheModel( level.player_interactive_hands );
}

// Sets the player's laststand pistol
set_laststand_pistol( weapon )
{
level.laststandpistol = weapon;
}

give_loadout(wait_for_switch_weapon)
{
if( !IsDefined( game["gaveweapons"] ) )
{
game["gaveweapons"] = 0;
}

if( !IsDefined( game["expectedlevel"] ) )
{
game["expectedlevel"] = "";
}

if( game["expectedlevel"] != level.script )
{
game["gaveweapons"] = 0;
}

if( game["gaveweapons"] == 0 )
{
game["gaveweapons"] = 1;
}

// MikeD (4/18/2008): In order to be able to throw a grenade back, the player first needs to at
// least have a grenade in his inventory before doing so. So let's try to find out and give it to him
// then take it away.
gave_grenade = false;

// First check to see if we are giving him a grenade, if so, skip this process.
for( i = 0; i < level.player_loadout.size; i++ )
{
if( WeaponType( level.player_loadout[i] ) == "grenade" )
{
gave_grenade = true;
break;
}
}

// If we do not have a grenade then try to automatically assign one
// If we can't automatically do this, then the scripter needs to do by hand in the level
if( !gave_grenade )
{
if( IsDefined( level.player_grenade ) )
{
grenade = level.player_grenade;
self GiveWeapon( grenade );
self SetWeaponAmmoStock( grenade, 0 );
gave_grenade = true;
}

if( !gave_grenade )
{
// Get all of the AI and assign any grenade to the player
ai = GetAiArray( "allies" );

if( IsDefined( ai ) )
{
for( i = 0; i < ai.size; i++ )
{
if( IsDefined( ai[i].grenadeWeapon ) )
{
grenade = ai[i].grenadeWeapon;
self GiveWeapon( grenade );
self SetWeaponAmmoStock( grenade, 0 );
break;
}
}
}

println( "^3LOADOUT ISSUE: Unable to give a grenade, the player need to be given a grenade and then take it away in order for the player to throw back grenades, but not have any grenades in his inventory." );
}
}

for( i = 0; i < level.player_loadout.size; i++ )
{
self GiveWeapon( level.player_loadout[i] );
}

self SetActionSlot( 1, "" );
self SetActionSlot( 2, "" );
self SetActionSlot( 3, "altMode" ); // toggles between attached grenade launcher
self SetActionSlot( 4, "" );

if( IsDefined( level.player_actionslots ) )
{
for( i = 0; i < level.player_actionslots.size; i++ )
{
num = level.player_actionslots[i].num;
option1 = level.player_actionslots[i].option1;

if( IsDefined( level.player_actionslots[i].option2 ) )
{
option2 = level.player_actionslots[i].option2;
self SetActionSlot( num, option1, option2 );
}
else
{
self SetActionSlot( num, option1 );
}
}
}

if( IsDefined( level.player_switchweapon ) )
{
// the wait was added to fix a revive issue with the host
// for some reson the SwitchToWeapon message gets lost
// this can be removed if that is ever resolved
if ( isdefined(wait_for_switch_weapon) && wait_for_switch_weapon == true )
{
wait(0.5);
}
self SwitchToWeapon( level.player_switchweapon );
}

wait(0.5);

self player_flag_set("loadout_given");
}

give_model( class )
{
// switch ( level.campaign )
// {
// case "russian":
// self mptype\player_rus_guard::main();
// break;
// case "american":
// default:
// self mptype\player_usa_marine::main();
// break;

if (level.campaign == "russian")
{
if (level.script == "ber2")
{
self mptype\player_rus_guard_wet::main();
}
else if (level.script == "sniper")
{
// nothing!
}
else
{
self mptype\player_rus_guard::main();
}
}
else if (level.campaign == "american")
{
if (level.script == "pel1")
{
self mptype\player_usa_marine::main();
}
else if (level.script == "pel1a" || level.script == "pel2")
{
self mptype\player_usa_marine::main();
}
else if (level.script == "oki2")
{
self mptype\player_usa_marine_wet::main();
}
else if (level.script == "mak")
{
self mptype\player_usa_raider::main();
}
else if ( level.script == "pby_fly")
{
//nothing
}
else if( isDefined( level.use_zombie_heroes ) && level.use_zombie_heroes )
{

switch( self.entity_num)
{
case 0:
character\char_zomb_player_0::main();
break;
case 1:
character\char_zomb_player_1::main();
break;
case 2:
character\char_zomb_player_2::main();
break;
case 3:
character\char_zomb_player_3::main();
break;
}

}
else
{
self mptype\player_usa_marine::main();
}
}
else
{
self mptype\player_usa_marine::main();
}







// }

// MikeD (3/28/2008): If specified, give the player his hands
if( IsDefined( level.player_viewmodel ) )
{
self SetViewModel( level.player_viewmodel );
}
}

///////////////////////////////////////////////
// SavePlayerWeaponStatePersistent
//
// Saves the player's weapons and ammo state persistently( in the game variable )
// so that it can be restored in a different map.
// You can use strings for the slot:
//
// SavePlayerWeaponStatePersistent( "russianCampaign" );
//
// Or you can just use numbers:
//
// SavePlayerWeaponStatePersistent( 0 );
// SavePlayerWeaponStatePersistent( 1 ); etc.
//
// In a different map, you can restore using RestorePlayerWeaponStatePersistent( slot );
// Make sure that you always persist the data between map changes.

SavePlayerWeaponStatePersistent( slot )
{
current = level.player getCurrentWeapon();
if ( ( !isdefined( current ) ) || ( current == "none" ) )
assertmsg( "Player's current weapon is 'none' or undefined. Make sure 'disableWeapons()' has not been called on the player when trying to save weapon states." );
game[ "weaponstates" ][ slot ][ "current" ] = current;

offhand = level.player getcurrentoffhand();
game[ "weaponstates" ][ slot ][ "offhand" ] = offhand;

game[ "weaponstates" ][ slot ][ "list" ] = [];
weapList = level.player GetWeaponsList();
for ( weapIdx = 0; weapIdx < weapList.size; weapIdx++ )
{
game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "name" ] = weapList[ weapIdx ];

// below is only used if we want to NOT give max ammo
// game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "clip" ] = level.player GetWeaponAmmoClip( weapList[ weapIdx ] );
// game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "stock" ] = level.player GetWeaponAmmoStock( weapList[ weapIdx ] );
}
}

RestorePlayerWeaponStatePersistent( slot )
{
if ( !isDefined( game[ "weaponstates" ] ) )
return false;
if ( !isDefined( game[ "weaponstates" ][ slot ] ) )
return false;

level.player takeallweapons();

for ( weapIdx = 0; weapIdx < game[ "weaponstates" ][ slot ][ "list" ].size; weapIdx++ )
{
weapName = game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "name" ];

if ( isdefined( level.legit_weapons ) )
{
// weapon doesn't exist in this level
if ( !isdefined( level.legit_weapons[ weapName ] ) )
continue;
}

// don't carry over C4 or claymores
if ( weapName == "c4" )
continue;
if ( weapName == "claymore" )
continue;
level.player GiveWeapon( weapName );
level.player GiveMaxAmmo( weapName );

// below is only used if we want to NOT give max ammo
// level.player SetWeaponAmmoClip( weapName, game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "clip" ] );
// level.player SetWeaponAmmoStock( weapName, game[ "weaponstates" ][ slot ][ "list" ][ weapIdx ][ "stock" ] );
}

if ( isdefined( level.legit_weapons ) )
{
weapname = game[ "weaponstates" ][ slot ][ "offhand" ];
if ( isdefined( level.legit_weapons[ weapName ] ) )
level.player switchtooffhand( weapname );

weapname = game[ "weaponstates" ][ slot ][ "current" ];
if ( isdefined( level.legit_weapons[ weapName ] ) )
level.player SwitchToWeapon( weapname );
}
else
{
level.player switchtooffhand( game[ "weaponstates" ][ slot ][ "offhand" ] );
level.player SwitchToWeapon( game[ "weaponstates" ][ slot ][ "current" ] );
}

return true;
}

Ensure you have the latest version of the script placer as this file does not match the file that the script placer places. Either the version you have is old or you replaced the updated file.
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Ensure you have the latest version of the script placer as this file does not match the file that the script placer places. Either the version you have is old or you replaced the updated file.
Well recently I have had to replace things in my mod tools, because I was an idiot and hit the converter option by accident. Thanks for clarifying that though Saje I really do appreciate it !
Last Edit: August 09, 2014, 04:09:24 am by ValenciaRicardo1
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If Java had true garbage collection, most programs would delete themselves upon execution.
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Well recently I have had to replace things in my mod tools, because I was an idiot and hit the converter option by accident. Thanks for clarifying that though Saje I really do appreciate it !
Tom BMX has a modified converter.exe on his downloads section that prevents converter from ruining your raw directory - I suggest using it :)
broken avatar :(
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broken avatar :(
Location: usCalifornia
Date Registered: 28 July 2013
Last active: 360 days ago
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Tom BMX has a modified converter.exe on his downloads section that prevents converter from ruining your raw directory - I suggest using it :)
I know one day I saw it, and I thought to myself I will never hit that converter button ever and I paid for it! Will be getting it though now. :P

 

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