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Entity question

HOT
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Created 11 years ago
by brandontr3
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everytime i select an object and click entity it gives me the worldspawn entity and im trying to go into the volume entity. I select volume then click n and worldspawn comes up. How do i fix this?
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  • steviewonder87
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steviewonder87
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Because it's not a volume, you just textured it with the volume texture. You need to select it and on the 2D view right click and select info - volume.
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alright thank you, and another thing my zombies are not spawning o.o
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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probably a zone issue if your volumes are set up wrong
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hmm everything looks like its placed right o.o
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ok... what KVPs do you have on your first and second zones, and the zombies for those zones

and show us how you set up your adjacent zones in yourmapname.gsc
Last Edit: May 03, 2015, 10:11:47 pm by Harry Bo21
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Im new to map mapping so idk what kvp is :o
Is that like one of the nodes?
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This most likely explains the issue lol

select the volume, press n. Paste everything you see here

do the same on the zombies

and open yourmapname.gsc and just post the whole thing in here
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In the entity of not only the volume but anything that is not a model on the second floor on this building i mad ei get this:
http://s1167.photobucket.com/user/BrandonTr3/media/oop_zpsqtrtdweo.png.html?sort=3&o=1
All the zombies are identical to this but the zone number is different for each different zone there in:
http://s1167.photobucket.com/user/BrandonTr3/media/zomb_zpsovsyn3x8.png.html?sort=3&o=0


This is what my gsc looks like: (somewhere in here is my elevator stuff and higher jump stuff i still cant get working lol):
Code Snippet
Plaintext
//================================================================================================
// Script Placer Z
// By JR-Imagine
// Visit CoDScript for support: [url=http://codscript.net]http://codscript.net[/url]
//================================================================================================


// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombies_contagion_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombies_contagion_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.random_pandora_box_start = false;
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();

maps\_zombiemode::main();
        SetDvar("jump_height", 250);

maps\_zombiemode_perks_black_ops::bo_perks_thread();

thread anti_cheat();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}

anti_cheat()
{
setdvar ("god", "Not Allowed");
setdvar ("ufo", "Not Allowed");
setdvar ("noclip", "Not Allowed");
setdvar ("give", "Not Allowed");
setdvar ("demigod", "Not Allowed");
setdvar ("notarget", "Not Allowed");
setdvar ("jumptonode", "Not Allowed");
setdvar ("thereisacow", "Not Allowed");
setdvar ("player_sprintunlimited", "Not Allowed");
setdvar ("sf_use_ignoreammo", "Not Allowed");


// floating
meleedamage = getdvar ("player_meleedamagemultiplier");
res_range = getdvar ("player_revivetriggerRadius"); 
bleed_out = getdvar ("player_laststandbleedouttime");
melee_range = getdvar ("player_meleerange");
clip_size = getdvar ("player_clipsizemultiplier");
speed = getdvar ("g_speed");
gravity = getdvar ("g_gravity");
death_delay = getdvar ("g_deathdelay");
perk_1 = getdvar ("perk_overheatreduction");
arcade = getdvar ("arcademode_score_revive");
ammo = getdvar ("player_sustainammo");
while(1)
{
if( GetDvarInt( "player_meleedamagemultiplier" ) != meleedamage ||
GetDvarInt( "player_revivetriggerRadius" ) != res_range ||
GetDvarInt( "player_laststandbleedouttime" ) != bleed_out ||
GetDvarInt( "player_meleerange" ) != melee_range ||
GetDvarInt( "player_clipsizemultiplier" ) != clip_size ||
GetDvarInt( "g_speed" ) != speed ||
GetDvarInt( "g_gravity" ) != gravity ||
GetDvarInt( "g_deathdelay" ) != death_delay ||
GetDvarInt( "perk_overheatreduction" ) != perk_1 ||
GetDvarInt( "arcademode_score_revive" ) != arcade ||
GetDvarInt( "player_sustainammo" ) != ammo)
{
setsaveddvar ("player_meleedamagemultiplier", "0.4");
setsaveddvar ("player_revivetriggerRadius", "64");
setsaveddvar ("player_laststandbleedouttime", "30");
setsaveddvar ("player_meleerange", "64");
setsaveddvar ("player_clipsizemultiplier", "1");
setsaveddvar ("g_speed", "190");
setsaveddvar ("g_gravity", "800");
setsaveddvar ("g_deathdelay", "4000");
setsaveddvar ("perk_overheatreduction", "0.7");
setsaveddvar ("arcademode_score_revive", "100");
setsaveddvar ("player_sustainammo", "0");
}
wait 1;

level thread elevator();
}

elevator()
{
trig = getent ("trigger_elevator","targetname");
elevator = getent ("elevator","targetname");
while(1)
{
trig waittill ("trigger");
elevator moveZ (-576,5,1.2,1.2);
elevator waittill ("movedone");

wait(5);

elevator moveZ (576,5,1.2,1.2);
elevator waittill ("movedone");
}
}
Last Edit: May 03, 2015, 11:09:34 pm by Harry Bo21
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lol, I cant see pictures on my work pc. Ill check this out on my phone soon when i go out for a smoke break
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Please use code tags for that large section of script  ;)
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Alright Harry,
and how do i do that? :o
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Alright Harry,
and how do i do that? :o

Select your whole chunk of code and press the '#'. Do this for all code you enter from here on.

Should look like this:
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Script goes here
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Ah alright ill do for now on thanks :)
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Ah alright ill do for now on thanks :)
i did it for you

in future, just select all the code, then hit the button that looks like a # when posting ;)

 
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