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Map Compile Issue

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Created 9 years ago
by RichGaming
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When attempting to compile my  map, the process completes through the light compile, node compile etc. but at the last point of the compile it throws a few random errors and the compile does not complete as when entering the map, it is not updated. Launcher provides me with this error in the bottom right: Error -1073741819. This is a screenshot of the last section of the compile, my mod builds fine: https://gyazo.com/abfc52131bccd448a3382e2ab912d72a

If anyone is able to help with this I would greatly appreciate it as I cannot compile my map no matter what I try at the current time. Thanks in advance for the help.
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I think there are few different -1073 errors.

Make sure you have a skybox in radiant. A hollow caulk box surrounding entire map with a sky texture on the inside faces.

have you done any structural/detail sorting in radiant?
Windows/door trim/staircases/broken tiles/small brushes-detail brushes.
Walls floor roof - structural brushes
Select brushes and right click to bring up the options and choose detail or structural.
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I think there are few different -1073 errors.

Make sure you have a skybox in radiant. A hollow caulk box surrounding entire map with a sky texture on the inside faces.

have you done any structural/detail sorting in radiant?
Windows/door trim/staircases/broken tiles/small brushes-detail brushes.
Walls floor roof - structural brushes
Select brushes and right click to bring up the options and choose detail or structural.

I have been able to compile the map for the past year so I'm not too sure if that's the issue. Only changes I have made in radiant are smoothing of some clips so you don't get stuck on them and adding a few models for detailing purposes.  Thanks for the help but I don't see why that may be the reason for a failing compile? :/
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There are limits to waw and errors such as -1073 happen when you get to them.

Do you have a skybox?
Did you sort any brushes in radiant?

Press m in radiant and look how many brushes are used.
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There are limits to waw and errors such as -1073 happen when you get to them.

Do you have a skybox?
Did you sort any brushes in radiant?

Press m in radiant and look how many brushes are used.

Yes, there is a sky box in the map. These are the details that come up when pressing "m" in radiant: https://gyazo.com/6369e8e217c9a98c3df3b798eb0f1d54

Double Post Merge: March 20, 2016, 07:25:21 pm
Is anyone else able to help, I have been trying to fix this all day with no luck. If I cannot get this fixed then I will not be able to release my map. I would really appreciate any help at this point. Thanks.

Double Post Merge: March 20, 2016, 10:05:56 pm
The errors displayed in this screenshot were not occurring yesterday. If anyone can help to figure out why they are now occurring then that would be great. Thanks! https://gyazo.com/24551ebae83e5d2d80e6a1ce54d57498

Double Post Merge: March 21, 2016, 05:22:11 pm
Still haven't been able to fix, anyone able to help?
Last Edit: March 21, 2016, 05:22:11 pm by RichGaming
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Do you have mod selected in Launcher? The right one, that is
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Do you have mod selected in Launcher? The right one, that is

Yep, that's what I thought it was but I have mod selected so :/
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have you deleted any of them files your getting errors for?

Double Post Merge: March 21, 2016, 09:14:47 pm
only other thing i can think of is:


re-install mod tools
re-run the converter
re-convert all your assets


and see if that fixes the issue
Last Edit: March 21, 2016, 09:14:47 pm by Rorke
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have you deleted any of them files your getting errors for?

Double Post Merge: March 21, 2016, 09:14:47 pm
only other thing i can think of is:


re-install mod tools
re-run the converter
re-convert all your assets


and see if that fixes the issue

Damn ok, that's not good. Doing all those things is gonna be a pain after a whole year of work. Other maps have compiled fine so idk what's happening. Will check the files now, thanks for the help.
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Damn ok, that's not good. Doing all those things is gonna be a pain after a whole year of work. Other maps have compiled fine so idk what's happening. Will check the files now, thanks for the help.
wait im going to upload them files its giving errors for you to try FIRST
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wait im going to upload them files its giving errors for you to try FIRST

Thanks!
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Code Snippet
Plaintext
#include clientscripts\_utility;


add_light(clientNum)
{
   light = spawn(clientNum, self.origin);
   light makelight(self.pl);


   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      light setLightIntensity( 0 );
   }
   
   return(light);
}


create_lights(clientNum)
{
   if(!isdefined(self.lights))
   {
      self.lights = [];
   }
   
   self.lights[clientNum] = self add_light(clientNum);
}


generic_flickering(clientNum)
{
   
}


generic_pulsing(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
   
   //ChrisC wants the lights off when probes are done
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      self.lights[clientNum] setLightIntensity( 0 );
      return;
   }
     
   on = self.lights[clientNum] getLightIntensity();
   off = .05;
   curr = on;
   transition_on = .3;
   transition_off = .6;
   increment_on = ( on - off ) / ( transition_on / .05 );
   increment_off = ( on - off ) / ( transition_off / .05 );
   
   for ( ;; )
   {
      //ramp down
      time = 0;
      while ( ( time < transition_off ) )
      {
         curr -= increment_off;
         self.lights[clientNum] setLightIntensity( curr );
         time += .05;
         wait( .05 );
      }
     
      //off wait time
      wait( 1 );
     
      //ramp up
      time = 0;
      while ( time < transition_on )
      {
         curr += increment_on;
         self.lights[clientNum] setLightIntensity( curr );
         time += .05;
         wait( .05 );
      }
     
      //on wait time
      wait( .5 );
   }     
}


generic_double_strobe(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


}


// modified version of _lights::burning_trash_fire()
ber3b_firelight(clientNum)
{


   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   full = self.lights[clientNum] GetLightIntensity();
   
   old_intensity = full;
   
   while( 1 )
   {
      intensity = RandomFloatRange( full * 0.63, full * 1.2 );
      // old values = 6, 12
      timer = RandomFloatRange( 2, 5 );


      for ( i = 0; i < timer; i ++ )
      {
         new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
         
         self.lights[clientNum] SetLightIntensity( new_intensity );
         wait( 0.05 );
      }
     
      old_intensity = intensity;
   }   
}


fire_flicker(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }
#/


   min_delay = 0.1;
   max_delay = 0.5;
   if( IsDefined( self.script_delay_min ) )
   {
      min_delay = self.script_delay_min;
   }


   if( IsDefined( self.script_delay_max ) )
   {
      max_delay = self.script_delay_max;
   }


   min_intensity = 0.25;
   max_intensity = 1;
   if( IsDefined( self.script_intensity_min ) )
   {
      min_intensity = self.script_intensity_min;
   }


   if( IsDefined( self.script_intensity_max ) )
   {
      max_intensity = self.script_intensity_max;
   }


   intensity = self.lights[clientNum] GetLightIntensity();
   curr_intensity = intensity;


   for( ;; )
   {
      temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
      time = RandomFloatRange( min_delay, max_delay );
      steps = time * 20;
      div = ( curr_intensity - temp_intensity ) / steps;


      for( i = 0; i < steps; i++ )
      {
         curr_intensity -= div;


         if( curr_intensity < 0 )
         {
            curr_intensity = 0;
         }


         self.lights[clientNum] SetLightIntensity( curr_intensity );
         wait( 0.05 );
      }


      curr_intensity = temp_intensity;
   }   
}


init_lights(clientNum)
{


   lights = GetStructArray("light", "classname");


   if(isdefined(lights))
   {
      array_thread(lights, ::create_lights, clientNum);
      println("*** Client : Lights " + lights.size);
   }
   else
   {
      println("*** Client : No Lights");
   }
   
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }


   flickering_lights = GetStructArray( "generic_flickering", "targetname" );   
   pulsing_lights = GetStructArray( "generic_pulsing", "targetname" );
   double_strobe = GetStructArray( "generic_double_strobe", "targetname" );
   fire_flickers = GetStructArray( "fire_flicker", "targetname" );   
   fire_casters = GetStructArray( "firecaster", "targetname");
   
   //chrisp- added for zombie_Asylum map
   asylum_lights = GetStructArray("elect_light","targetname");
   asylum_controlroom_light = getstructarray("elect_flicker","script_noteworthy");
   
   if(isdefined(flickering_lights))
   {
      println("*** Client : " + flickering_lights.size + " flickering lights.");
      array_thread( flickering_lights, ::generic_flickering, clientNum );
   }


   if(isdefined(pulsing_lights))
   {
      println("*** Client : " + pulsing_lights.size + " pulsing_lights.");
      array_thread( pulsing_lights, ::generic_pulsing, clientNum );
   }


   if(isdefined(double_strobe))
   {
      println("*** Client : " + double_strobe.size + " double_strobe.");
      array_thread( double_strobe, ::generic_double_strobe, clientNum );
   }


   if(isdefined(fire_flickers))
   {
      println("*** Client : " + fire_flickers.size + " fire_flickers.");
      array_thread( fire_flickers, ::fire_flicker, clientNum ); 
   }


   if(isdefined(fire_casters))
   {
      println("*** Client : " + fire_casters.size + " fire_casters.");
      array_thread( fire_casters, ::ber3b_firelight, clientNum );
   }
   
   if(isdefined(asylum_lights))
   {
      println("*** Client : " + asylum_lights.size + " asylum lights.");
      array_thread( asylum_lights, ::asylum_light_think, clientNum );
   }
   
   if(isDefined(asylum_controlroom_light))
   {
      println("*** Client : " + asylum_controlroom_light.size + " control lights.");
      array_thread(asylum_controlroom_light,::asylum_controlroom_light_think,clientNum) ;
   }


   // Adding lights for Factory.  Not sure if there's a better place to do this.
   //MarkM- added for nazi_zombie_factory
   power_lights = GetStructArray( "light_electric", "targetname" );
   if(isDefined(power_lights))
   {
      println("*** Client : " + power_lights.size + " power lights.");
      array_thread(power_lights,::power_lights_think, clientNum);
   }


//   power_lights_flicker = GetStructArray( "light_electric_flicker", "targetname" );
//   if(isDefined(power_lights))
//   {
//      println("*** Client : " + power_lights_flicker.size + " power lights flicker.");
//      array_thread(power_lights_flicker,::power_lights_flicker_think, clientNum);
//   }
}


//zombie asylum map stuff
asylum_light_think(clientnum)
{
   
   self.lights[clientNum] setLightIntensity( 0 );
   level waittill ("start_lights");
   self.lights[clientnum] setLightIntensity( 2 );


}


asylum_controlroom_light_think(clientnum)
{
   level waittill ("start_lights");
   
   println("control room client num: " + clientnum);
   
   self notify("stop_flicker"); // self.lights[clientnum] notify("stop_flicker");
   self.lights[clientnum] setLightIntensity( 0 );
   
}




//
//   Control light intensity for certain lights connected to the power
power_lights_think( clientNum )
{
   // The lights start off
   while (1)
   {
      level waittill( "pl1" );   // power lights on


      // Turn the lights on
      println("power lights on client num: " + clientnum);
      if ( IsDefined( self.script_float ) )
      {
         self.lights[clientNum] SetLightIntensity( self.script_float );
      }
      else
      {
         self.lights[clientNum] SetLightIntensity( 1.5 );
      }
      level waittill( "lights_off" );


      // Turn the lights off
      //   Turn this into a flicker later
      println("power lights off client num: " + clientnum);
      self.lights[clientNum] SetLightIntensity( 0.001 );
   }
}




//
//   Causes light to flicker after power is applied
//   
power_lights_flicker_think(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }
#/


   min_delay = 0.1;
   max_delay = 0.5;
   if( IsDefined( self.script_delay_min ) )
   {
      min_delay = self.script_delay_min;
   }


   if( IsDefined( self.script_delay_max ) )
   {
      max_delay = self.script_delay_max;
   }


   // Get associated light model entity
   if ( IsDefined( self.target ) )
   {
      self.light_model = GetEnt( clientNum, self.target, "targetname" );
   }
   
   min_intensity = 0.25;
   max_intensity = 1;
   if( IsDefined( self.script_intensity_min ) )
   {
      min_intensity = self.script_intensity_min;
   }


   if( IsDefined( self.script_intensity_max ) )
   {
      max_intensity = self.script_intensity_max;
   }


   intensity = self.lights[clientNum] GetLightIntensity();
   curr_intensity = intensity;
   model_swap_1 = intensity + min_intensity + ((max_intensity - min_intensity) / 3);
   model_swap_2 = intensity + max_intensity - ((max_intensity - min_intensity) / 3);


   // Start the lights at an initial intensity
   println("power lights on client num: " + clientnum);
   if ( IsDefined( self.script_float ) )
   {
      self.lights[clientNum] SetLightIntensity( self.script_float );
   }
   else
   {
      self.lights[clientNum] SetLightIntensity( 0.001 );
   }
   
   level waittill( "pl1" );   // power lights on




   model = "";
   for( ;; )
   {
      temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
      time = RandomFloatRange( min_delay, max_delay );
      steps = time * 20;
      div = ( curr_intensity - temp_intensity ) / steps;


      for( i = 0; i < steps; i++ )
      {
         curr_intensity -= div;


         if( curr_intensity < 0 )
         {
            curr_intensity = 0;
         }


         self.lights[clientNum] SetLightIntensity( curr_intensity );
         
         // Model swap check
println("*** Client : light flicker " + curr_intensity);
         if ( IsDefined( self.light_model ) )
         {
            if ( curr_intensity < model_swap_1 )
            {
               model = "lights_berlin_subway_hat_0";
println("*** Client : light flicker              hat   0");
            }
            else if ( curr_intensity > model_swap_2 )
            {
               model = "lights_berlin_subway_hat_100";
println("*** Client : light flicker              hat  50");
            }
            else
            {
               model = "lights_berlin_subway_hat_50";
println("*** Client : light flicker              hat 100");
            }
           
            if ( model != self.light_model.model )
            {
               self.light_model SetModel( model );
            }
         }
         wait( 0.05 );
      }


      curr_intensity = temp_intensity;
   }   
}





make a new csc file and call it "_lights" so it looks like this: "_lights.csc" and paste the above code inside it (without quotes) click on save and save it to this locations:


call of duty: World At War---->raw----->clientscripts then make a new folder and call it "mp" (without quotes) ans paste that new file inside that new folder


Code Snippet
Plaintext
// clientscripts/_load.csc


#include clientscripts\_utility;
#include clientscripts\_lights;
#include clientscripts\_music;
#include clientscripts\_busing;


levelNotifyHandler(clientNum, state, oldState)
{
   if(state != "")
   {
      level notify(state, clientNum);
   }
}


end_last_stand(clientNum)
{
   self waittill("lastStandEnd");
   
   println("Last stand ending for client " + clientNum);
   
   if(getlocalplayers().size == 1)   // No busing modifications in split screen.
   {
      setBusState("return_default");
   }
   
   realwait(0.7);
   
   println("Gasp.");
   PlayLocalSound(clientNum, "revive_gasp");
}


last_stand_thread(clientNum)
{
   self thread end_last_stand(clientNum);
   
   self endon("lastStandEnd");
   
   println("*** Client : Last stand starts on client " + clientNum);
   
   if( IsDefined( level.zombie_intermission ) && level.zombie_intermission )
   {
      setBusState("zombie_death");
   }
   else if(getlocalplayers().size == 1)
   {
      setBusState("last_stand_start");
      realWait(0.1);
      setBusState("last_stand_duration");
   }
   
   startVol = 0.5;
   maxVol = 1.0;
   
   startPause = 0.5;
   maxPause = 2.0;
   
   pause = startPause;
   vol = startVol;
   
   while(1)
   {
      id = PlayLocalSound(clientNum, "heart_beat");
      setSoundVolume(id, vol);
     
      realWait(pause);
     
      if(pause < maxPause)
      {
         pause *= 1.05;
         
         if(pause > maxPause)
         {
            pause = maxPause;
         }
      }
     
      if(vol < maxVol)
      {
         vol *= 1.05;
         
         if(vol > maxVol)
         {
            vol = maxVol;
         }
      }
   }
}


last_stand_monitor(clientNum, state, oldState)
{
   player = getlocalplayers()[clientNum];
   
   if(state == "1")
   {
      if(!level._laststand[clientNum])
      {
         player thread last_stand_thread(clientNum);
         level._laststand[clientNum] = true;
      }
   }
   else
   {
      if(level._laststand[clientNum])
      {
         player notify("lastStandEnd");
         level._laststand[clientNum] = false;
      }
   }
}


effects_init_thread(client, notify_name)
{
   level waittill(notify_name);
   println("*** Client : Starting effects system for client " + client);
   clientscripts\_fx::fx_init(client);
}


main()
{
   clientscripts\_utility_code::struct_class_init();
   
   clientscripts\_utility::registerSystem("levelNotify", ::levelNotifyHandler);
   clientscripts\_utility::registerSystem("lsm", ::last_stand_monitor);
   
   level.createFX_enabled = ( getdvar( "createfx" ) != "" );
   
   if( !isDefined( level.scr_anim ) )
      level.scr_anim[ 0 ][ 0 ] = 0;
   
   clientscripts\_global_fx::main();


   clientscripts\_busing::busInit();
   
   clientscripts\_ambientpackage::init();
   
   clientscripts\_music::music_init();
   
   clientscripts\_vehicle::init_vehicles();
   
   clientscripts\_collectibles::init();
   
   clientscripts\_russian_diary::init();
   
   for(i = 0; i < 4; i ++)
   {
      level thread effects_init_thread(i, "effects_init_"+i);
   }
   
   //clientscripts\_utility::init_exploders();
   
   // Setup global listen threads


   // rfo = red flashing overlay from _gameskill.gsc
   add_listen_thread( "rfo1", clientscripts\_utility::loop_sound_on_client, "breathing_hurt", 0.3, 0.7, "rfo2" );
   add_listen_thread( "rfo3", clientscripts\_utility::play_sound_on_client, "breathing_better" );
   add_listen_thread( "zi", ::zombie_intermission );


   level._load_done = 1;
}


zombie_intermission()
{
   level.zombie_intermission = true;
}






again make a new .csc file and and paste the above code inside it save and call it "_load" (without quotes) so it looks like this: "_load.csc" (without quotes) and save it to the same directry's as the other one


sorry for this mediafire refused the files
Last Edit: March 21, 2016, 09:47:59 pm by HitmanVere
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Code Snippet
Plaintext
#include clientscripts\_utility;


add_light(clientNum)
{
   light = spawn(clientNum, self.origin);
   light makelight(self.pl);


   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      light setLightIntensity( 0 );
   }
   
   return(light);
}


create_lights(clientNum)
{
   if(!isdefined(self.lights))
   {
      self.lights = [];
   }
   
   self.lights[clientNum] = self add_light(clientNum);
}


generic_flickering(clientNum)
{
   
}


generic_pulsing(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
   
   //ChrisC wants the lights off when probes are done
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      self.lights[clientNum] setLightIntensity( 0 );
      return;
   }
     
   on = self.lights[clientNum] getLightIntensity();
   off = .05;
   curr = on;
   transition_on = .3;
   transition_off = .6;
   increment_on = ( on - off ) / ( transition_on / .05 );
   increment_off = ( on - off ) / ( transition_off / .05 );
   
   for ( ;; )
   {
      //ramp down
      time = 0;
      while ( ( time < transition_off ) )
      {
         curr -= increment_off;
         self.lights[clientNum] setLightIntensity( curr );
         time += .05;
         wait( .05 );
      }
     
      //off wait time
      wait( 1 );
     
      //ramp up
      time = 0;
      while ( time < transition_on )
      {
         curr += increment_on;
         self.lights[clientNum] setLightIntensity( curr );
         time += .05;
         wait( .05 );
      }
     
      //on wait time
      wait( .5 );
   }     
}


generic_double_strobe(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


}


// modified version of _lights::burning_trash_fire()
ber3b_firelight(clientNum)
{


   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   full = self.lights[clientNum] GetLightIntensity();
   
   old_intensity = full;
   
   while( 1 )
   {
      intensity = RandomFloatRange( full * 0.63, full * 1.2 );
      // old values = 6, 12
      timer = RandomFloatRange( 2, 5 );


      for ( i = 0; i < timer; i ++ )
      {
         new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
         
         self.lights[clientNum] SetLightIntensity( new_intensity );
         wait( 0.05 );
      }
     
      old_intensity = intensity;
   }   
}


fire_flicker(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }
#/


   min_delay = 0.1;
   max_delay = 0.5;
   if( IsDefined( self.script_delay_min ) )
   {
      min_delay = self.script_delay_min;
   }


   if( IsDefined( self.script_delay_max ) )
   {
      max_delay = self.script_delay_max;
   }


   min_intensity = 0.25;
   max_intensity = 1;
   if( IsDefined( self.script_intensity_min ) )
   {
      min_intensity = self.script_intensity_min;
   }


   if( IsDefined( self.script_intensity_max ) )
   {
      max_intensity = self.script_intensity_max;
   }


   intensity = self.lights[clientNum] GetLightIntensity();
   curr_intensity = intensity;


   for( ;; )
   {
      temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
      time = RandomFloatRange( min_delay, max_delay );
      steps = time * 20;
      div = ( curr_intensity - temp_intensity ) / steps;


      for( i = 0; i < steps; i++ )
      {
         curr_intensity -= div;


         if( curr_intensity < 0 )
         {
            curr_intensity = 0;
         }


         self.lights[clientNum] SetLightIntensity( curr_intensity );
         wait( 0.05 );
      }


      curr_intensity = temp_intensity;
   }   
}


init_lights(clientNum)
{


   lights = GetStructArray("light", "classname");


   if(isdefined(lights))
   {
      array_thread(lights, ::create_lights, clientNum);
      println("*** Client : Lights " + lights.size);
   }
   else
   {
      println("*** Client : No Lights");
   }
   
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }


   flickering_lights = GetStructArray( "generic_flickering", "targetname" );   
   pulsing_lights = GetStructArray( "generic_pulsing", "targetname" );
   double_strobe = GetStructArray( "generic_double_strobe", "targetname" );
   fire_flickers = GetStructArray( "fire_flicker", "targetname" );   
   fire_casters = GetStructArray( "firecaster", "targetname");
   
   //chrisp- added for zombie_Asylum map
   asylum_lights = GetStructArray("elect_light","targetname");
   asylum_controlroom_light = getstructarray("elect_flicker","script_noteworthy");
   
   if(isdefined(flickering_lights))
   {
      println("*** Client : " + flickering_lights.size + " flickering lights.");
      array_thread( flickering_lights, ::generic_flickering, clientNum );
   }


   if(isdefined(pulsing_lights))
   {
      println("*** Client : " + pulsing_lights.size + " pulsing_lights.");
      array_thread( pulsing_lights, ::generic_pulsing, clientNum );
   }


   if(isdefined(double_strobe))
   {
      println("*** Client : " + double_strobe.size + " double_strobe.");
      array_thread( double_strobe, ::generic_double_strobe, clientNum );
   }


   if(isdefined(fire_flickers))
   {
      println("*** Client : " + fire_flickers.size + " fire_flickers.");
      array_thread( fire_flickers, ::fire_flicker, clientNum ); 
   }


   if(isdefined(fire_casters))
   {
      println("*** Client : " + fire_casters.size + " fire_casters.");
      array_thread( fire_casters, ::ber3b_firelight, clientNum );
   }
   
   if(isdefined(asylum_lights))
   {
      println("*** Client : " + asylum_lights.size + " asylum lights.");
      array_thread( asylum_lights, ::asylum_light_think, clientNum );
   }
   
   if(isDefined(asylum_controlroom_light))
   {
      println("*** Client : " + asylum_controlroom_light.size + " control lights.");
      array_thread(asylum_controlroom_light,::asylum_controlroom_light_think,clientNum) ;
   }


   // Adding lights for Factory.  Not sure if there's a better place to do this.
   //MarkM- added for nazi_zombie_factory
   power_lights = GetStructArray( "light_electric", "targetname" );
   if(isDefined(power_lights))
   {
      println("*** Client : " + power_lights.size + " power lights.");
      array_thread(power_lights,::power_lights_think, clientNum);
   }


//   power_lights_flicker = GetStructArray( "light_electric_flicker", "targetname" );
//   if(isDefined(power_lights))
//   {
//      println("*** Client : " + power_lights_flicker.size + " power lights flicker.");
//      array_thread(power_lights_flicker,::power_lights_flicker_think, clientNum);
//   }
}


//zombie asylum map stuff
asylum_light_think(clientnum)
{
   
   self.lights[clientNum] setLightIntensity( 0 );
   level waittill ("start_lights");
   self.lights[clientnum] setLightIntensity( 2 );


}


asylum_controlroom_light_think(clientnum)
{
   level waittill ("start_lights");
   
   println("control room client num: " + clientnum);
   
   self notify("stop_flicker"); // self.lights[clientnum] notify("stop_flicker");
   self.lights[clientnum] setLightIntensity( 0 );
   
}




//
//   Control light intensity for certain lights connected to the power
power_lights_think( clientNum )
{
   // The lights start off
   while (1)
   {
      level waittill( "pl1" );   // power lights on


      // Turn the lights on
      println("power lights on client num: " + clientnum);
      if ( IsDefined( self.script_float ) )
      {
         self.lights[clientNum] SetLightIntensity( self.script_float );
      }
      else
      {
         self.lights[clientNum] SetLightIntensity( 1.5 );
      }
      level waittill( "lights_off" );


      // Turn the lights off
      //   Turn this into a flicker later
      println("power lights off client num: " + clientnum);
      self.lights[clientNum] SetLightIntensity( 0.001 );
   }
}




//
//   Causes light to flicker after power is applied
//   
power_lights_flicker_think(clientNum)
{
   assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");


   self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
   if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
   {
      return;
   }
#/


   min_delay = 0.1;
   max_delay = 0.5;
   if( IsDefined( self.script_delay_min ) )
   {
      min_delay = self.script_delay_min;
   }


   if( IsDefined( self.script_delay_max ) )
   {
      max_delay = self.script_delay_max;
   }


   // Get associated light model entity
   if ( IsDefined( self.target ) )
   {
      self.light_model = GetEnt( clientNum, self.target, "targetname" );
   }
   
   min_intensity = 0.25;
   max_intensity = 1;
   if( IsDefined( self.script_intensity_min ) )
   {
      min_intensity = self.script_intensity_min;
   }


   if( IsDefined( self.script_intensity_max ) )
   {
      max_intensity = self.script_intensity_max;
   }


   intensity = self.lights[clientNum] GetLightIntensity();
   curr_intensity = intensity;
   model_swap_1 = intensity + min_intensity + ((max_intensity - min_intensity) / 3);
   model_swap_2 = intensity + max_intensity - ((max_intensity - min_intensity) / 3);


   // Start the lights at an initial intensity
   println("power lights on client num: " + clientnum);
   if ( IsDefined( self.script_float ) )
   {
      self.lights[clientNum] SetLightIntensity( self.script_float );
   }
   else
   {
      self.lights[clientNum] SetLightIntensity( 0.001 );
   }
   
   level waittill( "pl1" );   // power lights on




   model = "";
   for( ;; )
   {
      temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
      time = RandomFloatRange( min_delay, max_delay );
      steps = time * 20;
      div = ( curr_intensity - temp_intensity ) / steps;


      for( i = 0; i < steps; i++ )
      {
         curr_intensity -= div;


         if( curr_intensity < 0 )
         {
            curr_intensity = 0;
         }


         self.lights[clientNum] SetLightIntensity( curr_intensity );
         
         // Model swap check
println("*** Client : light flicker " + curr_intensity);
         if ( IsDefined( self.light_model ) )
         {
            if ( curr_intensity < model_swap_1 )
            {
               model = "lights_berlin_subway_hat_0";
println("*** Client : light flicker              hat   0");
            }
            else if ( curr_intensity > model_swap_2 )
            {
               model = "lights_berlin_subway_hat_100";
println("*** Client : light flicker              hat  50");
            }
            else
            {
               model = "lights_berlin_subway_hat_50";
println("*** Client : light flicker              hat 100");
            }
           
            if ( model != self.light_model.model )
            {
               self.light_model SetModel( model );
            }
         }
         wait( 0.05 );
      }


      curr_intensity = temp_intensity;
   }   
}





make a new csc file and call it "_lights" so it looks like this: "_lights.csc" and paste the above code inside it (without quotes) click on save and save it to this locations:


call of duty: World At War---->raw----->clientscripts then make a new folder and call it "mp" (without quotes) ans paste that new file inside that new folder


Code Snippet
Plaintext
// clientscripts/_load.csc


#include clientscripts\_utility;
#include clientscripts\_lights;
#include clientscripts\_music;
#include clientscripts\_busing;


levelNotifyHandler(clientNum, state, oldState)
{
   if(state != "")
   {
      level notify(state, clientNum);
   }
}


end_last_stand(clientNum)
{
   self waittill("lastStandEnd");
   
   println("Last stand ending for client " + clientNum);
   
   if(getlocalplayers().size == 1)   // No busing modifications in split screen.
   {
      setBusState("return_default");
   }
   
   realwait(0.7);
   
   println("Gasp.");
   PlayLocalSound(clientNum, "revive_gasp");
}


last_stand_thread(clientNum)
{
   self thread end_last_stand(clientNum);
   
   self endon("lastStandEnd");
   
   println("*** Client : Last stand starts on client " + clientNum);
   
   if( IsDefined( level.zombie_intermission ) && level.zombie_intermission )
   {
      setBusState("zombie_death");
   }
   else if(getlocalplayers().size == 1)
   {
      setBusState("last_stand_start");
      realWait(0.1);
      setBusState("last_stand_duration");
   }
   
   startVol = 0.5;
   maxVol = 1.0;
   
   startPause = 0.5;
   maxPause = 2.0;
   
   pause = startPause;
   vol = startVol;
   
   while(1)
   {
      id = PlayLocalSound(clientNum, "heart_beat");
      setSoundVolume(id, vol);
     
      realWait(pause);
     
      if(pause < maxPause)
      {
         pause *= 1.05;
         
         if(pause > maxPause)
         {
            pause = maxPause;
         }
      }
     
      if(vol < maxVol)
      {
         vol *= 1.05;
         
         if(vol > maxVol)
         {
            vol = maxVol;
         }
      }
   }
}


last_stand_monitor(clientNum, state, oldState)
{
   player = getlocalplayers()[clientNum];
   
   if(state == "1")
   {
      if(!level._laststand[clientNum])
      {
         player thread last_stand_thread(clientNum);
         level._laststand[clientNum] = true;
      }
   }
   else
   {
      if(level._laststand[clientNum])
      {
         player notify("lastStandEnd");
         level._laststand[clientNum] = false;
      }
   }
}


effects_init_thread(client, notify_name)
{
   level waittill(notify_name);
   println("*** Client : Starting effects system for client " + client);
   clientscripts\_fx::fx_init(client);
}


main()
{
   clientscripts\_utility_code::struct_class_init();
   
   clientscripts\_utility::registerSystem("levelNotify", ::levelNotifyHandler);
   clientscripts\_utility::registerSystem("lsm", ::last_stand_monitor);
   
   level.createFX_enabled = ( getdvar( "createfx" ) != "" );
   
   if( !isDefined( level.scr_anim ) )
      level.scr_anim[ 0 ][ 0 ] = 0;
   
   clientscripts\_global_fx::main();


   clientscripts\_busing::busInit();
   
   clientscripts\_ambientpackage::init();
   
   clientscripts\_music::music_init();
   
   clientscripts\_vehicle::init_vehicles();
   
   clientscripts\_collectibles::init();
   
   clientscripts\_russian_diary::init();
   
   for(i = 0; i < 4; i ++)
   {
      level thread effects_init_thread(i, "effects_init_"+i);
   }
   
   //clientscripts\_utility::init_exploders();
   
   // Setup global listen threads


   // rfo = red flashing overlay from _gameskill.gsc
   add_listen_thread( "rfo1", clientscripts\_utility::loop_sound_on_client, "breathing_hurt", 0.3, 0.7, "rfo2" );
   add_listen_thread( "rfo3", clientscripts\_utility::play_sound_on_client, "breathing_better" );
   add_listen_thread( "zi", ::zombie_intermission );


   level._load_done = 1;
}


zombie_intermission()
{
   level.zombie_intermission = true;
}






again make a new .csc file and and paste the above code inside it save and call it "_load" (without quotes) so it looks like this: "_load.csc" (without quotes) and save it to the same directry's as the other one


sorry for this mediafire refused the files

That seems to have fixed the issue related to the two files as they are no longer coming up as errors. The compile is still failing though and I'm presuming its related to the error of nazi_zombie_bus_depot.csc thank for the help! 
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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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re-run the converter

do not do this...
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do not do this...

To be honest, I didn't even know what he meant by that anyway. The issue seems to be solved now when talking about the 2 scripts he asked me to create. The compiler is still failing to load nazi_zombie_bus_depot.csc though and idk how to solve that. :/

 
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