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MAP BROKEN PLEASE HELP!

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Created 12 years ago
by RonanMerriman
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Firestorm - Releasing June 2019 :troll: | http://ugx-mods.com/forum/index.php?topic=1439.0
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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! :'(
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Likely one of your custom scripts is interrupting zombiemode. Could you show your mapname.gsc so I can see your script calls?
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Likely one of your custom scripts is interrupting zombiemode. Could you show your mapname.gsc so I can see your script calls?


There you go (Thanks KDXDARK!):

Code Snippet
Plaintext
 

#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\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();

/*--------------------
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 = &"MOD_INTRO";

// 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.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();

/*--------------------
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()
maps\_zombiemode::main();

/*--------------------
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

level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}

zombiesleft_hud()
{   
Remaining = create_simple_hud();
  Remaining.horzAlign = "center";
  Remaining.vertAlign = "middle";
    Remaining.alignX = "Left";
    Remaining.alignY = "middle";
    Remaining.y = 230;
    Remaining.x = 60;
    Remaining.foreground = 1;
    Remaining.fontscale = 8.0;
    Remaining.alpha = 1;
    Remaining.color = ( 0.423, 0.004, 0 );


    ZombiesLeft = create_simple_hud();
    ZombiesLeft.horzAlign = "center";
    ZombiesLeft.vertAlign = "middle";
    ZombiesLeft.alignX = "center";
    ZombiesLeft.alignY = "middle";
    ZombiesLeft.y = 230;
    ZombiesLeft.x = -1;
    ZombiesLeft.foreground = 1;
    ZombiesLeft.fontscale = 8.0;
    ZombiesLeft.alpha = 1;
    ZombiesLeft.color = ( 0.423, 0.004, 0 );
    ZombiesLeft SetText("Zombies Left: ");


while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
Remaining SetValue(remainingZombies);

if(remainingZombies == 0 )
{
Remaining.alpha = 0;
while(1)
{
remainingZombies = get_enemy_count() + level.zombie_total;
if(remainingZombies != 0 )
{
Remaining.alpha = 1;
break;
}
wait 0.5;
}
}
wait 0.5;
}
}

Last Edit: January 04, 2014, 05:31:58 pm by RonanMerriman
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copy your mapname.gsc and paste it here using the "insert code"

example

Code Snippet
Plaintext
asdasd
Last Edit: January 04, 2014, 05:23:37 pm by KDXDARK
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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Code Snippet
Plaintext
//////////////////////////////////////////////////
//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()

This doesn't look right to me where its at. Try moving it under the post _load area.
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Code Snippet
Plaintext
//////////////////////////////////////////////////
//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()

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?
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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.
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I know how to launch in developer mode but how do you get the errors to show up afterwards?
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I know how to launch in developer mode but how do you get the errors to show up afterwards?
Attempt to launch the map.
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Attempt to launch the map.


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
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You didn't launch in developer mode. "developer 1".
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it will say what it is if you use developer 1. also after u run developer, you can see all the errors by hitting [shift + `]  (brackets not included)
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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:

Spoiler: click to open...



 



 
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