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Problems with mistery box

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Created 9 years ago
by IperBreach86
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Hi there recently i have been getting some problems with the mistery box!
Often it doesnt give me a gun, or it takes it and i cant switch to it.
Other times it works.
And always when the teddy bear appears the box goes  to the same starting spot (it never moves)
Ive tried everything, i am using a different starting weapon (and ive removed ALL of waw weapons, even the default ones, if i use GIVE all i get only the kar,welther , default gun and the colt.) Also im using harry's perk (ive modified the variable in his script) and i should mention that ATM ive got only a few guns ( raygun,raygun mk2,scavenger,wundervaffe and monkeys).
Any help is apreciated.
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Did you use his 400fx fix?
He has removed his 400fx fix. Ive removed all useless fx and weapons by myself
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If you use give all and are not getting all the weapons I would assume you didn't add those other weapons somewhere, or there is a problem with them such as wrong veiwmodel or knifemodel in the weapon file, or something to do with the models. I forget which place would cause this but verify you have it included in the _zombiemode_weapons.gsc that you are using for that mod, and in csv that you included the weapon file and models. dlc3_code also needs it in there if you didn't substitute the include method.

As far as the teddy, if it is Harry's stuff, I would ask him, but if it is stock then maybe you didn't enable random box locations in script?
Last Edit: March 23, 2016, 12:40:31 pm by MakeCents
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If you use give all and are not getting all the weapons I would assume you didn't add those other weapons somewhere, or there is a problem with them such as wrong veiwmodel or knifemodel in the weapon file, or something to do with the models. I forget which place would cause this but verify you have it included in the _zombiemode_weapons.gsc that you are using for that mod, and in csv that you included the weapon file and models. dlc3_code also needs it in there if you didn't substitute the include method.

As far as the teddy, if it is Harry's stuff, I would ask him, but if it is stock then maybe you didn't enable random box locations in script?

the box is stock, also ive copied the weapon file and renamed it to "weaponame_upgraded" the upgraded one works in game, dunno why the normal one (that is the same  just with a different name) doesnt work.

Also how do i check for random box locations?
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the box is stock, also ive copied the weapon file and renamed it to "weaponame_upgraded" the upgraded one works in game, dunno why the normal one (that is the same  just with a different name) doesnt work.

Also how do i check for random box locations?

I thought you said when you give all it doesn't give you those? Unless you mean you have done that since. I would check for typos then I guess if the only difference is the name...?

I assume you have installed sniperbolts stuff right? Did you adjust in your mapname.gsc the boxArray?
http://wiki.zombiemodding.com/index.php?title=Zombie_1.4_DR_Moving_Pandora_Boxes
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I thought you said when you give all it doesn't give you those? Unless you mean you have done that since. I would check for typos then I guess if the only difference is the name...?

I assume you have installed sniperbolts stuff right? Did you adjust in your mapname.gsc the boxArray?
http://wiki.zombiemodding.com/index.php?title=Zombie_1.4_DR_Moving_Pandora_Boxes
what i mean is that the weapon that is supposed to be the upgraded one is in the map (i can see it via give all) but the normal one doesnt get loaded, (cant get it via give all nor box)
Also when i get a weapon out of the box only the monkeys and the wundervaffe work, if i take the raygun or raygun mk2 (harrys one) i get stuck with only one gun until i pick up the scavenger from the box (the scavenger is currently my starting gun for testing purposes.
Last Edit: March 23, 2016, 01:30:58 pm by IperBreach86
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what i mean is that the weapon that is suppsoed to be the upgraded one is in the map (i can see it via give all) but the normal one doesnt get loaded, (cant get it via give all nor box)
Also when i get a weapon out of the box only the monkeys and the wundervaffe work, if i take the raygun or raygun mk2 (harrys one) i get stuck with only one gun until i pick up the scavenger from the box (the scavenger is currently my starting gun for testing purposes.

I'll admit, I'm a little confused. First step I think is to verify everything is correct and take one weapon at a time. Please paste in the code you are using for a weapon and its upgrade:

add_weapon....
add_weapon_upgraded....
include_weapon....
add_weapon_upgraded....
And what you have in csv.... weapon,sp\thisgun....xmodel,andsoon...

If you have different models for the weapon and its upgrade then we can look at that as well. Does giving each weapon by itself give you the weapon? i.e. give weaponthatisn'tworking

Edit:
Any errors when you build your mod? Weapons are checked as well?
Last Edit: March 23, 2016, 01:41:14 pm by MakeCents
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I'll admit, I'm a little confused. First step I think is to verify everything is correct and take one weapon at a time. Please paste in the code you are using for a weapon and its upgrade:

add_weapon....
add_weapon_upgraded....
include_weapon....
add_weapon_upgraded....
And what you have in csv.... weapon,sp\thisgun....xmodel,andsoon...

If you have different models for the weapon and its upgrade then we can look at that as well. Does giving each weapon by itself give you the weapon? i.e. give weaponthatisn'tworking

Code Snippet
Plaintext
DLC3_CODE.GSC
include_weapons()
{
include_weapon( "scavenger" );
include_weapon( "scavenger_upgraded", false );
include_weapon( "ae4_aw" );
include_weapon( "ae4_aw_upgraded", false );
include_weapon( "ray_gun2", true, ::factory_ray_gun_weighting_func );
include_weapon( "ray_gun2_upgraded", false );
include_weapon( "ray_gun", true, ::factory_ray_gun_weighting_func );
include_weapon( "ray_gun_upgraded", false );
include_weapon( "tesla_gun", true );
include_weapon( "tesla_gun_upgraded", false );
include_weapon( "zombie_cymbal_monkey", true, ::factory_cymbal_monkey_weighting_func );
}


Code Snippet
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_zombiemode_weapons.gsc

init_weapons()
{
add_zombie_weapon( "scavenger", &"ZOMBIE_WEAPON_COLT_50", 50, "", 8 );
add_zombie_weapon( "scavenger_upgraded", &"ZOMBIE_WEAPON_COLT_50", 50, "", 8 );
add_zombie_weapon( "ae4_aw", &"ZOMBIE_WEAPON_COLT_50", 50, "", 8 );
add_zombie_weapon( "ae4_aw_upgraded", &"ZOMBIE_WEAPON_COLT_50", 50, "", 8 );
add_zombie_weapon( "fraggrenade", &"ZOMBIE_WEAPON_FRAGGRENADE_250", 250, "" , 0 );
    add_zombie_weapon( "zombie_cymbal_monkey", &"ZOMBIE_WEAPON_SATCHEL_2000", 2000, "vox_monkey", 3 );
add_zombie_weapon( "ray_gun", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "ray_gun_upgraded", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "ray_gun2", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "ray_gun2_upgraded", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
    add_zombie_weapon( "tesla_gun", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 );
add_zombie_weapon( "tesla_gun_upgraded", &"ZOMBIE_BUY_TESLA", 10, "vox_tesla", 5 );


mod.csv
Code Snippet
Plaintext
// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
stringtable,maps/mapsTable.csv
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
// Scavenger
weapon,sp/scavenger
sound,scavenger,,all_sp
weapon,sp/scavenger_upgraded
fx,scvgr/fx_scavenger_explode
fx,scvgr/fx_scavenger_up_explode
//sound,level_start_quotes,,all_sp
//ae4
weapon,sp/ae4_aw
weapon,sp/ae4_aw_upgraded
sound,ndu_ae4,,all_sp
//ae4
// RAYGUN MKII (BO2)============================
xmodel,bo2_t6_wpn_zmb_raygun2_upg_view
xmodel,bo2_t6_wpn_zmb_raygun2_upg_world
xmodel,bo2_t6_wpn_zmb_raygun2_view
xmodel,bo2_t6_wpn_zmb_raygun2_world
xanim,viewmodel_raygun_mk2_ads_down
xanim,viewmodel_raygun_mk2_ads_fire
xanim,viewmodel_raygun_mk2_ads_up
xanim,viewmodel_raygun_mk2_fire
xanim,viewmodel_raygun_mk2_first_raise
xanim,viewmodel_raygun_mk2_idle
xanim,viewmodel_raygun_mk2_pullout
xanim,viewmodel_raygun_mk2_pullout_quick
xanim,viewmodel_raygun_mk2_putaway
xanim,viewmodel_raygun_mk2_reload_empty
xanim,viewmodel_raygun_mk2_sprint_in
xanim,viewmodel_raygun_mk2_sprint_loop
xanim,viewmodel_raygun_mk2_sprint_out
weapon,sp/ray_gun2
weapon,sp/ray_gun2_upgraded
fx,harrys/fx_mk2_upg_bullet
fx,harrys/fx_mk2_bullet
sound,ray_gun2,,,

The normal "ae4_aw" doesnt work but "ae4_upgraded" gets loaded, even if they have the same weapon files,models etc...
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That is strange. I don't even see where you added the xmodels for the ae4 for either one to work, nor the scavenger, unless you have it, the one that is working, in the map somewhere on the ground?
Last Edit: March 23, 2016, 01:48:07 pm by MakeCents
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That is strange. I don't even see where you added the xmodels for the ae4 for either one to work unless you have it, the one that is working, in the map somewhere on the ground?
inluding the weapon file as weapon,sp/weaponame doesnt make all the models,sounds etc... loaded?
Last Edit: March 23, 2016, 01:53:09 pm by IperBreach86
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inluding the weapon file as weapon,sp/weaponame doesnt make all the models,sounds etc... laoded?

I don't think so. I guess I could always be wrong, but anytime I add a gun I have to either have it in the map already, or add the xmodels to csv, view and world, like you see in the raygun part.

It's why I do things differently, such as I include,ae4_aw and make a csv with all that weapons stuff in it so my mod.csv doesn't' get poluted.

Edit: I don't think the xanims are needed though.
Last Edit: March 23, 2016, 01:53:28 pm by MakeCents
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I don't think so. I guess I could always be wrong, but anytime I add a gun I have to either have it in the map already, or add the xmodels to csv, view and world, like you see in the raygun part.

It's why I do things differently, such as I include,ae4_aw and make a csv with all that weapons stuff in it so my mod.csv doesn't' get poluted.

Edit: I don't think the xanims are needed though.
ill try for the weapon models, but still i need to fix the box.
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ill try for the weapon models, but still i need to fix the box.

Well, one thing at a time I guess  :D, but did you do this already?

I assume you have installed sniperbolts stuff right? Did you adjust in your mapname.gsc the boxArray?
http://wiki.zombiemodding.com/index.php?title=Zombie_1.4_DR_Moving_Pandora_Boxes
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Well, one thing at a time I guess  :D, but did you do this already?
yes, also ive tried including models and anims still nothing :C
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yes, also ive tried including models and anims still nothing :C

Wow, that is really strange. So your saying if you change all ae4_aw to ae4_aw2, then it will work? Your not getting any errors when you build mod? And you don't happen to have an ignore csv by chance do you? And you did compile your map with the right specific mod selected last time you compiled?
Last Edit: March 23, 2016, 02:07:35 pm by MakeCents

 
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