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Help my map keeps crashing! I was going to release my map today!

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Created 7 years ago
by RayGuNNXXX123
0 Members and 1 Guest are viewing this topic.
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:HELP NEEDED:

dog_knockdown_late".
Error: Could not load xanim "player_view_dog_knockdown".
Error: Could not load xanim "zombie_dog_run_pain_front".
Error: Could not load xanim "zombie_dog_pain_hit_right".
Error: Could not load xanim "zombie_dog_pain_hit_left".
Error: Could not load xanim "zombie_dog_pain_hit_front".
Error: Could not load xanim "zombie_dog_pain_hit_back".
Error: Could not load xanim "german_shepard_run_pain_hit_front".
Error: Could not load xanim "german_shepard_pain_hit_right".
Error: Could not load xanim "german_shepard_pain_hit_left".
Error: Could not load xanim "german_shepard_pain_hit_back".
Error: Could not load xanim "german_shepard_pain_hit_front".
Error: Could not load xanim "german_shepherd_player_neck_snap".
Error: Could not load xanim "german_shepherd_walk".
Error: Could not load xanim "german_shepherd_traverse_up_80".
Error: Could not load xanim "german_shepherd_traverse_up_40".
Error: Could not load xanim "german_shepherd_traverse_down_40".
Error: Could not load xanim "german_shepherd_attack_player_miss_turnl".
Error: Could not load xanim "german_shepherd_attack_player_miss_turnr".
Error: Could not load xanim "german_shepherd_attack_ai_05_kill_a".
Error: Could not load xanim "german_shepherd_attack_ai_04_middle_a".
Error: Could not load xanim "german_shepherd_attack_ai_03_shot_a".
Error: Could not load xanim "german_shepherd_attack_ai_03_pushed_a".
Error: Could not load xanim "german_shepherd_attack_ai_02_idle_a".
Error: Could not load xanim "german_shepherd_attack_ai_01_start_a".
Error: Could not load xanim "german_shepherd_run_flashbang".
Error: Could not load xanim "german_shepherd_run_pain".
Error: Could not load xanim "german_shepherd_run_stop".
Error: Could not load xanim "german_shepherd_run_jump_window_40".
Error: Could not load xanim "german_shepherd_run_jump_40".
Error: Could not load xanim "german_shepherd_run_attack_miss".
Error: Could not load xanim "german_shepherd_run_attack_low".
Error: Could not load xanim "german_shepherd_run_attack".
Error: Could not load xanim "german_shepard_run_turn_180_right".
Error: Could not load xanim "german_shepard_run_turn_180_left".
Error: Could not load xanim "german_shepard_run_turn_90_right".
Error: Could not load xanim "german_shepard_run_turn_90_left".
Error: Could not load xanim "german_shepard_turn_180_right".
Error: Could not load xanim "german_shepard_turn_180_left".
Error: Could not load xanim "german_shepard_turn_90_right".
Error: Could not load xanim "german_shepard_turn_90_left".
Error: Could not load xanim "german_shepherd_run_lean_r".
Error: Could not load xanim "german_shepherd_run_lean_l".
Error: Could not load xanim "german_shepherd_run".
Error: Could not load xanim "german_shepherd_run_start".
Error: Could not load xanim "german_shepherd_attackidle_growl".
Error: Could not load xanim "german_shepherd_attackidle_bark".
Error: Could not load xanim "german_shepherd_attackidle".
Error: Could not load xanim "german_shepherd_idle".
Error: Could not load xanim "german_shepherd_attack_player_late".
Error: Could not load xanim "german_shepherd_attack_look_up".
Error: Could not load xanim "german_shepherd_look_up".
Error: Could not load xanim "german_shepherd_attack_look_left".
Error: Could not load xanim "german_shepherd_look_left".
Error: Could not load xanim "german_shepherd_attack_look_right".
Error: Could not load xanim "german_shepherd_look_right".
Error: Could not load xanim "german_shepherd_attack_look_down".
Error: Could not load xanim "german_shepherd_look_down".
Error: Could not load xanim "p_makinraid_hatch".
Error: Could not load xanim "crew_sherman_passenger9_combatidle_player".
Error: Could not load xanim "crew_sherman_passenger8_combatidle_player".
Error: Could not load xanim "crew_lvt4_peleliu1_character9_player".
Error: Could not load xanim "crew_lvt4_peleliu1_character5_player".
Error: Could not load xanim "crew_lvt4_peleliu1_character4_player".
Error: Could not load xanim "p_flak1_tag2_idle".
Error: Could not load xanim "pb_prone_crawl_right_hold_satchel".
Error: Could not load xanim "pb_prone_crawl_left_hold_satchel".
Error: Could not load xanim "pb_prone_crawl_back_hold_satchel".
Error: Could not load xanim "pb_prone_crawl_hold_satchel".
Error: Could not load xanim "pb_crouch_hold_run_right_satchel".
Error: Could not load xanim "pb_crouch_hold_run_left_satchel".
Error: Could not load xanim "pb_crouch_hold_run_back_satchel".
Error: Could not load xanim "pb_crouch_hold_run_satchel".
Error: Could not load xanim "pb_hold_run_left_satchel".
Error: Could not load xanim "pb_hold_run_right_satchel".
Error: Could not load xanim "pb_hold_run_back_satchel".
Error: Could not load xanim "pb_hold_run_satchel".
Error: Could not load xanim "pb_sprint_hold_satchel".
Error: Could not load xanim "pb_crouch_hold_idle_satchel".
Error: Could not load xanim "pb_hold_idle_satchel".
Error: Could not load xanim "pb_prone_hold_satchel".
Error: Could not load xanim "pt_hold_prone_throw_satchel".
Error: Could not load xanim "pt_hold_throw_satchel".
ERROR: Pathnode (Path) at (236 -22 26.5) is in solid
ERROR: Pathnode (Path) at (374.5 -102.5 18.5) is in solid
ERROR: Pathnode (Path) at (378.5 97.5 26.5) is in solid
ERROR: Pathnode (Path) at (1192.5 8.5 50.5) is in solid
ERROR: Pathnode (Path) at (376 268.5 26.5) is in solid
ERROR: Pathnode (Path) at (294 287.5 26.5) is in solid
ERROR: Pathnode (Path) at (918.5 -486.5 19.5) is in solid
ERROR: Pathnode (Path) at (912.5 -286.5 19.5) is in solid
ERROR: Pathnode (Path) at (1030 -485 19.5) is in solid
ERROR: Pathnode (Path) at (1311 -293 19.5) is in solid
ERROR: Pathnode (Path) at (-28 621.5 10.5) is in solid
ERROR: Pathnode (Path) at (2262.5 3340.5 31.5) is in solid
ERROR: Pathnode (Path) at (1941.5 3376.5 51.5) is in solid
ERROR: Pathnode (Path) at (2080 1035.3 43) is in solid
ERROR: Pathnode (Path) at (1973 1235.6 43) is in solid
ERROR: Pathnode (Path) at (2134 821 181) is in solid
ERROR: Pathnode (Path) at (2144.5 1042.5 154) is in solid
ERROR: Pathnode (Path) at (1972 3885 746) is in solid
ERROR: Pathnode (Path) at (2200 5024 746) is in solid
ERROR: Pathnode (Path) at (2458 3527 13) is in solid
ERROR: Pathnode (Path) at (2520 3526 16) is in solid
ERROR: Pathnode (Path) at (2253 3972 883) is in solid
ERROR: Pathnode (Path) at (172 -1109 19.5) is in solid
ERROR: Pathnode (Path) at (2282 4076 876) is in solid
ERROR: Pathnode (Path) at (2281 4002 879) is in solid
ERROR: Pathnode (Path) at (241 736.5 252.5) is in solid
ERROR: Pathnode (Path) at (236 835.5 252.5) is in solid
ERROR: Pathnode (Path) at (239 992.5 254.5) is in solid
ERROR: Pathnode (Path) at (270 818.5 253.5) is in solid
ERROR: Pathnode (Path) at (2013.5 3412.5 746) is floating
ERROR: Pathnode (Path) at (2153.5 3423.5 746) is floating
ERROR: Pathnode (Path) at (2016.5 3278 746) is floating
ERROR: Pathnode (Path) at (2156.5 3289 746) is floating
ERROR: Pathnode (Path) at (-240 -1220 45.5) is in solid
ERROR: Pathnode (Path) at (-239 -1132 45.5) is in solid
ERROR: Pathnode (Path) at (42 -1984 144.5) is in solid
ERROR: Pathnode (Path) at (-21 -1984 141.5) is in solid
ERROR: Pathnode (Path) at (608 -1996 154.5) is in solid
ERROR: Pathnode (Path) at (918 -1660 162.5) is in solid
ERROR: Pathnode (Path) at (1214 -1575 162.5) is in solid
ERROR: Pathnode (Path) at (2171 1442 168) is in solid
Spawner at (1379.5 1242.5 0) is in solid
Spawner at (2122 3676 724) is in solid
-----------------------------------
Error: Could not load rawfile "shock/zombie_death.shock".
Error: couldn't open 'shock/zombie_death.shock'.
'0' is not a valid value for dvar 'bg_shock_viewKickPeriod'
  Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeInTime'
  Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeOutTime'
  Domain is any number from 0.001 to 1000
Error: Could not load xmodel "default_static_model".
Error: Could not load xmodel "exploding_barrel_test_d".
Error: Could not load fx "weapon/muzzleflashes/pistolflash/viewShellEjectEffect".
Error: Could not load xmodel "m14_world_model".
Error: Could not load fx "misc/fx_raygun2_death_up".
Error: Could not load fx "misc/fx_raygun2_trail_run".
script runtime warning: potential infinite loop in script.
@ 158091
-----------------------------------

Connecting player #0 has a zero GUID
Going from CS_FREE to CS_CONNECTED for  (num 0 guid 0)
Received packet 0 of stats data
script runtime error: potential infinite loop in script - killing thread.
@ 574716
Received packet 1 of stats data
Received packet 2 of stats data
Received packet 3 of stats data
Received packet 4 of stats data
Received packet 5 of stats data
Received packet 6 of stats data
--
DynEnt_WriteGameState wrote 2 bytes
--
Database: Assets Sync Started
Database: Assets Sync Finished
Setting state to CA_LOADING in CL_DownloadsComplete
Patchmaps:
Patchmaps: 0
Patchmaps: 0 0
Patchmaps: 0 0 0
Patchmaps: 0 0 0 0
Patchmaps: 0 0 0 0
Setting state to CA_LOADING in CL_InitCGame
Player 0 no longer burning at time: 0
Player 0 no longer electrified at time: 0
Player 0 no longer transporter sick at time: 0
Error: Could not load material "nightvision_overlay_goggles".
Error: Could not load material "decode_characters".
Error: Could not load material "decode_characters_glow".
Error: Could not load material "killicondied".
Error: Could not load material "killiconcrush".
Error: Could not load material "killiconfalling".
Error: Could not load material "killiconsuicide".
Error: Could not load material "killiconheadshot".
Error: Could not load material "killiconmelee".
LOADING... collision map
LOADING... graphics
LOADING... maps/lab.d3dbsp

Foliage: --------------------------
Foliage: smodelCount = 717
Foliage: foliage model count = 717 (max=16384)
Foliage: sizeof(g_modelInfos) = 16384, element size = 1
Foliage: --------------------------

vertex stream 2: --------------------------
vertex stream 2: needs 355728 bytes
vertex stream 2: vertex buffer allocate ok
vertex stream 2: --------------------------
LOADING... game media
LOADING...  - textures
Error: Could not load material "headicondisconnected".
Error: Could not load material "headiconyouinkillcam".
Error: Could not load material "objective_up".
Error: Could not load material "objective_down".
Error: Could not load material "compassping_friendly".
Error: Could not load material "objective_friendly_chat".
Error: Could not load material "compassping_enemy".
Error: Could not load material "compass_radarline".
Error: Could not load material "compass_objpoint_airstrike_busy".
Error: Could not load material "compass_objpoint_airstrike_friendly".
Error: Could not load material "hud_flashbangicon".
Error: Could not load material "hud_banzai".
Error: Could not load material "hud_banzaigrenade".
LOADING...  - models
LOADING...  - items
Error: CG_RegisterWeapon: No such bone tag (tag_grenade) for weapon (kar98k_scoped)
Error: CG_RegisterWeapon: No such bone tag (tag_grenade_mount) for weapon (kar98k_scoped)
Error: CG_RegisterWeapon: No such bone tag (tag_bayonet) for weapon (kar98k_scoped)
Error: CG_RegisterWeapon: No such bone tag (tag_grenade) for weapon (kar98k_scoped_upgraded)
Error: CG_RegisterWeapon: No such bone tag (tag_grenade_mount) for weapon (kar98k_scoped_upgraded)
Error: CG_RegisterWeapon: No such bone tag (tag_bayonet) for weapon (kar98k_scoped_upgraded)
Error: CG_RegisterWeapon: No such bone tag (tag_sights_on) for weapon (kuda_upgraded)
LOADING...  - inline models
LOADING...  - server models
Error: Could not load fx "fx_zombie_light_elec_room_on".
Error: Could not load fx "env/lights/fx_lights_lantern_on".
Error: Could not load fx "maps/mp_maps/fx_mp_smoke_stack".
Error: Could not load fx "destructibles/fx_barrelexp".
Error: Could not load fx "destructibles/fx_barrel_ignite".
Error: Could not load fx "destructibles/fx_barrel_fire_top".
Error: Could not load fx "misc/fx_zombie_perk_lottery_4".
Error: Could not load fx "harrys/wunderfizz_spotlight_oneshot".
Error: Could not load fx "impacts/fx_deathfx_bloodpool_view".
Error: Could not load fx "impacts/fx_deathfx_dogbite".
Error: Could not load fx "weapon/grenade/fx_american_smoke_grenade".
Error: Could not load fx "misc/fx_flare_sky_white_10sec".
Error: Could not load fx "weapon/grenade/fx_gas_grenade_22sec".
Error: Could not load fx "weapon/rocket/fx_trail_bazooka_geotrail".
Error: Could not load fx "env/fire/fx_fire_player_sm_smk_2sec".
Error: Could not load rawfile "shock/zombie_death.shock".
Error: couldn't open 'shock/zombie_death.shock'.
'0' is not a valid value for dvar 'bg_shock_viewKickPeriod'
  Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeInTime'
  Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeOutTime'
  Domain is any number from 0.001 to 1000
Error: Could not load fx "treadfx/heli_dust_default".
Error: Could not load fx "treadfx/heli_water".
Error: Could not load fx "smoke/smoke_trail_white_heli".
Error: Could not load fx "smoke/smoke_trail_black_heli".
Error: Could not load fx "fire/fire_smoke_trail_L".
Error: Could not load fx "fire/jet_afterburner".
Error: Could not load fx "impacts/fx_water_hit_sm".
Error: Could not load fx "impacts/fx_water_hit_md".
Error: Could not load fx "impacts/fx_water_hit_lg".
Error: Could not load fx "impacts/fx_water_object_ripple".
Error: Could not load fx "vehicle/water/fx_wake_lvt_churn".
Error: Could not load fx "bio/player/fx_water_hit_player_bubbles".
Error: Could not load fx "bio/player/fx_player_water_waist_ripple".
Error: Could not load fx "bio/player/fx_player_water_knee_ripple".
LOADING...  - game media done
LOADING... clients
Error: Could not load menufile "ui/scriptmenus/tom_music_player.menu".
Error: Could not load menufile "ui/scriptmenus/briefing.menu".
Error: Could not load menufile "ui/scriptmenus/loadout_splitscreen.menu".
*** CLIENT SPAWN 0 script_brushmodels 0 script_models.
Error: Could not load material "terrain_scorch_bark".
Error: Could not load material "terrain_scorch_brick".
Error: Could not load material "terrain_scorch_carpet".
Error: Could not load material "terrain_scorch_cloth".
Error: Could not load material "terrain_scorch_concrete".
Error: Could not load material "terrain_scorch_dirt".
Error: Could not load material "terrain_scorch_flesh".
Error: Could not load material "terrain_scorch_foliage".
Error: Could not load material "terrain_scorch_glass".
Error: Could not load material "terrain_scorch_gravel".
Error: Could not load material "terrain_scorch_ice".
Error: Could not load material "terrain_scorch_metal".
Error: Could not load material "terrain_scorch_paper".
Error: Could not load material "terrain_scorch_plaster".
Error: Could not load material "terrain_scorch_rock".
Error: Could not load material "terrain_scorch_snow".
Error: Could not load material "terrain_scorch_water".
Error: Could not load material "terrain_scorch_wood".
Error: Could not load material "terrain_scorch_asphalt".
Error: Could not load material "terrain_scorch_ceramic".
Error: Could not load material "terrain_scorch_plastic".
Error: Could not load material "terrain_scorch_rubber".
Error: Could not load material "terrain_scorch_cushion".
Error: Could not load material "terrain_scorch_fruit".
Error: Could not load material "terrain_scorch_paintedmetal".
Error: Could not load material "terrain_scorch_player".
Error: Could not load material "terrain_scorch_tallgrass".
CL_InitCGame:  7.85 seconds
Com_TouchMemory: 0 msec. Using sum: -303695800
Hiding channel: gamenotify
Hiding channel: obituary
Adding channel: gamenotify
Adding channel: obituary
Hiding channel: boldgame
Adding channel: boldgame
Hiding channel: subtitle
Adding channel: subtitle
Hiding channel: coopinfo
Adding channel: coopinfo
Database: Assets Sync Started
Database: Assets Sync Finished
Fade in 172678 1250
Model 'cg_drawPerformanceWarnings':
Database: Assets Sync Started
Database: Assets Sync Finished


Unhandled exception caught

Com_TouchMemory: 0 msec. Using sum: -303695800

this is my error I keep getting when I launch my map!

I have harrys perks so compiling patch won't work.

I am so frustrated because I was suppose to RELEASE my map today! This is terrible.
Help please.

:(

Double Post Merge: July 28, 2017, 10:48:23 am
Oh and when I put this on developer 1 this is what pops up.

file 'maps/_load.gsc' , line 275
animscripts\death::precache_gib_fx();
*

Yes I did try to turn off developer 1 and nothing works after hours and hours of research I am nearly giving up.
Last Edit: July 29, 2017, 12:05:29 pm by RayGuNNXXX123
This topic contains a post which is marked as the Best Answer. Click here to view it.
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Aside from the infinite loop errors your missing the animscript gib fx.
They are supposed to be in zone_source/common.csv

You might have made a mistake compiling if your using harrys perks. If not you can try adding
//
fx,trail/fx_trail_blood_streak
fx,impacts/flesh_hit_neck_fatal
fx,weapon/bullet/fx_flesh_gib_fatal_01
//
To your launcher mod.csv or your zone_source/mapname.csv. compile and try to load again.
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I did that and it crashed my map again.

Double Post Merge: July 29, 2017, 02:21:31 am
So this is what pops up everytime I turn on developer 2 and logfile 1.

undefined is not an array, string, or vector : file 'common_scripts/utility.gsc while ( !level.flag [msg] )

Error: called from:
(file 'maps/byzmods_buildable_box.gsc', line45)
flag_wait("all_players_connected";
*
Error: called from:
(file 'maps/byzmods_buildable_box.gsc', line38)
thread lets_build();
*
Error: called from:
file 'maps/lab.gsc', line111)
maps\byzmods_buildable_mysterybox::main();
*
Error: started from:
file 'maps/lab.gsc', line9)
main()
*

Note that my mapname is called lab and I am using byzmods. Did I align something wrong?



Double Post Merge: July 29, 2017, 02:24:11 am
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#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\lab_art::main;
   level.DLC3.createFX = maps\createfx\lab_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 = "lab";
   
   // 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 = false;
   
   // _zombiemode_weapons Variables
   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;
   
   // Snow Feature
   level.DLC3.useSnow = false;
   
   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();
        maps\byzmodz_buildable_mystery_box::main();
        maps\byzmodz_buildable_satchel_charge::main();
        maps\byzmodz_buildable_drop_ladder_button::main();
        
   
   /*--------------------
    ZOMBIE MODE
   ----------------------*/
   [[level.DLC3.weapons]]();
   [[level.DLC3.powerUps]]();
       
        //////////////////////////////////////////////////
        //Music Player .gsc
        //////////////////////////////////////////////////
        preCacheModel ("zombie_zapper_cagelight_green");
        game["tom_music_player"] = "tom_music_player";
        PrecacheMenu( game["tom_music_player"] );
        level thread maps\tom_music_player_unl::main();
        level.tom_victory = false;
        end_trig = getentarray( "end_game","targetname" );
        array_thread( end_trig,::end_game );
        thread maps\nazi_zombie_sumpf_zipline::initZipline();
   maps\_dig_site::PreCache_dig_site();
        maps\_soul_chest::PreCache_soul_chest();
        maps\_zombiemode::main();
        thread maps\_soul_chest::main();
        thread maps\_dig_site::main();
        maps\_mc_spinning_traps::init();
        maps\fm_napalm::init();
        maps\elevator::main();
        maps\_mc_simple_spinning_blades::init();
        maps\_zombiemode_rotating_door::init();
        maps\_mc_thundergun::init();

   
   
   
   /*--------------------
    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" );
        add_adjacent_zone( "zone2", "zone3", "enter_zone3" );
        add_adjacent_zone( "zone3", "zone4", "enter_zone4" );
        add_adjacent_zone( "zone4", "zone5", "enter_zone5" );
        add_adjacent_zone( "zone5", "zone6", "enter_zone6" );
        add_adjacent_zone( "zone6", "zone7", "enter_zone7" );
        add_adjacent_zone( "zone7", "zone8", "enter_zone8" );
   /*
   =============
   ///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" );
}

preCacheMyFX()
{

        level._effect["fx_lights_lantern_on"] = loadfx( "env/lights/fx_lights_lantern_on" );
level._effect["fx_byz_firefly"] = loadfx( "byzmodz/fx_byz_firefly" );

        level._effect["fx_explosion_charge_large"]   = LoadFx ( "explosions/fx_explosion_charge_large" );
        level._effect["napalm_head"] = LoadFx ( "fm/napalm_head" );
   // LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT
   
   // level._effect["snow_thick"]         = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}

end_game()
{
    user = undefined;
    cost = 115000;                                        //change to cost that you want

    self setCursorHint("HINT_NOICON");
    self UseTriggerRequireLookAt();
    self setHintString("The power must be activated first");                //remove line if you want it to work without power

    flag_wait( "electricity_on" );                                //remove line if you want it to work without power

    self setHintString("press &&1 to End the Game [Cost: "+cost+"]");            //text hint trigger

    while(1)
    {
        self waittill("trigger", user);
        if( is_player_valid(user) && user.score >= cost )
        {
            play_sound_at_pos( "cha_ching", self.origin );
            user thread maps\_zombiemode_score::minus_to_player_score( cost );
            self delete();

            level notify( "end_game" );
                        level notify("tom_planes");
            level.tom_victory = true;
        }
        else
        {
            play_sound_at_pos( "no_cha_ching", self.origin );
        }
    }
}

Last Edit: July 29, 2017, 02:24:11 am by RayGuNNXXX123
Marked as best answer by RayGuNNXXX123 7 years ago
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You didnt follow byzmods instructions or his script is causing errors.
im not sure if harrys perks and byzmods stuff are compatible.
//
The error you just posted
flag_wait("all_players_connected";
Should be
flag_wait("all_players_connected");
//
Its prob faster to make a new map and move scripts over 1 at a time until you narrow down the problem.
//
Also use codeboxes when posting large sections of code.
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Thanks that fixed the Byzmods thing. I decided to use original 4 perks instead. Harrys perks work on my other maps. So maybe it's just ok that I use them on my new map. Although thanks. Going to release my map in about 4 hours. Stay tuned! http://ugx-mods.com/forum/Smileys/alive/smiley.gif

 
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