So I recently added a bunch of stuff to my map (music box, zombie counter, black ops perks & removed dogs) and when I launched the map I realized that everything was messed up.
Spoiler: click to open...
First of all I have no gun and my hud changed:
I can't buy a weapon either because the box is gone too:
I wan't to see if my black ops perks worked...:
The power was on, just a bit messed up:
it's not the BO perks fault... Jugg was the same:
When I pause it gives me the option to save and quit?:
When I die...:
No zombies spawn at all, hence the empty zombie counter:
The music box worked... yay!!!:
Please someone help, this is just too messed up to continue mapping the map itself. It looks like the single setup decided to take over somehow.
One of the few times I can compile I get this... PLEASE HELP!
main() { level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_firestorm_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_firestorm_fx::main; level.DLC3.myFX = ::preCacheMyFX;
thread zombiesleft_hud();
/*-------------------- FX ----------------------*/ DLC3_FX();
/*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); }
dlc3_zone_init() { /* ============= ///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 SPECIFIC - FEEL FREE TO REMOVE/EDIT
This doesn't look right to me where its at. Try moving it under the post _load area.
School just started up again so I never had time to try this but now I have compiled and now I get a 'bad syntax script compile error' when I launch. Any other ideas? Anyone?
School just started up again so I never had time to try this but now I have compiled and now I get a 'bad syntax script compile error' when I launch. Any other ideas? Anyone?
Launch in developer and post the syntax error from the console.
Isn't there something you type in the console to see what the exact error is, it's literally a bad syntax error. I'll screenshot it anyway, when I get the chance( I'm checking this during my tech graphics class at school). Post Merge: January 08, 2014, 06:19:48 pm
Last Edit: January 08, 2014, 06:19:49 pm by RonanMerriman
I got it... sorry, I thought you meant just devmap... anyway, I took screenshots of any errors that were there and I posted the original error too because it was slightly different: