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Random Error

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Created 8 years ago
by RichGaming
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I have no idea why I am getting this, if anyone could help then that would be great! Thanks! :D http://prnt.sc/ainiph
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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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I have no idea why I am getting this, if anyone could help then that would be great! Thanks! :D http://prnt.sc/ainiph
missing patch
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missing patch

Oh really? There's the patch ff in the appdata folder for the map though? I did notice that there was one missing from my compiler though? How would I go about creating one? Not too sure why there isn't one there :/
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Oh really? There's the patch ff in the appdata folder for the map though? I did notice that there was one missing from my compiler though? How would I go about creating one? Not too sure why there isn't one there :/
if there is one in the appdata folder that means im wrong

you can just copy that to your root/mods folder btw, its the same
Last Edit: March 22, 2016, 11:32:24 pm by Harry Bo21
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Shot in the dark. Did you make sure the right specific mod was selected when compiling your map and patch?
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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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together until it compiles (with warnings)..."

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If you were missing your map's patch you would have gotten an error related to dogs before that(unless you removed them completely, which i'm assuming you didn't).

dlc3_code.csc is included by dlc3.csv which is included by <mapname>.csv

<mapname>.csv => dlc3.csv => dlc3_code.csc include

Should look like this near the top in dlc3.csv:

Code Snippet
Plaintext
// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc

dlc3_code.csc is called via pointer function from <mapname>.csc from raw/clientscripts:

Code Snippet
Plaintext
	clientscripts\dlc3_code::DLC3_FX();

which contains:

Code Snippet
Plaintext
#include clientscripts\_utility; 
#include clientscripts\_fx;
#include clientscripts\_music;

DLC3_FX()
{
if( isDefined( level.DLC3_Client.createFX ) )
{
[[level.DLC3_Client.createFX]]();
}

_spawnFX();

clientscripts\_fx::reportNumEffects();

clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );

// THESE ARE NEEDED FOR ZOMBIE MODE -- LEAVE THESE
level._effect["zombie_grain"]              = LoadFx( "misc/fx_zombie_grain_cloud" );
level._effect["electric_short_oneshot"]    = loadfx("env/electrical/fx_elec_short_oneshot");
level._effect["switch_sparks"]             = loadfx ("env/electrical/fx_elec_wire_spark_burst");

level._effect["zapper_fx"]                 = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper_wall"]               = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["elec_trail_one_shot"]       = loadfx("misc/fx_zombie_elec_trail_oneshot");

level._effect["zapper_light_ready"]        = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"]     = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["wire_sparks_oneshot"]       = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");

level._effect["wire_spark"]                = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["eye_glow"]                  = LoadFx( "misc/fx_zombie_eye_single" );
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );

/*
level thread trap_fx_monitor("warehouse_trap","warehouse");
level thread trap_fx_monitor("wuen_trap", "wuen");
level thread trap_fx_monitor("bridge_trap", "bridge");
*/

disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) || disableFX <= 0 )
{
// THESE ARE NEEDED FOR ZOMBIE MODE -- LEAVE THESE
level._effect["zombie_grain"]              = LoadFx( "misc/fx_zombie_grain_cloud" );
level._effect["electric_short_oneshot"]    = loadfx("env/electrical/fx_elec_short_oneshot");
level._effect["switch_sparks"]             = loadfx ("env/electrical/fx_elec_wire_spark_burst");

level._effect["zapper_fx"]                 = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper_wall"]               = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["elec_trail_one_shot"]       = loadfx("misc/fx_zombie_elec_trail_oneshot");

level._effect["zapper_light_ready"]        = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"]     = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["wire_sparks_oneshot"]       = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");

level._effect["wire_spark"]                = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["eye_glow"]                  = LoadFx( "misc/fx_zombie_eye_single" );
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
}

/*
level thread perk_wire_fx( "pw0", "pad_0_wire", "t01" );
level thread perk_wire_fx( "pw1", "pad_1_wire", "t11" );
level thread perk_wire_fx( "pw2", "pad_2_wire", "t21" );
*/

if( isDefined( level.DLC3_Client.myFX ) )
{
[[level.DLC3_Client.myFX]]();
}

// THESE ARE NEEDED FOR ZOMBIE MODE -- LEAVE THESE
level._effect["transporter_beam"]           = loadfx("maps/zombie/fx_transporter_beam");
level._effect["transporter_pad_start"]     = loadfx("maps/zombie/fx_transporter_pad_start");
level._effect["transporter_start"]         = loadfx("maps/zombie/fx_transporter_start");
level._effect["transporter_ambient"]       = loadfx("maps/zombie/fx_transporter_ambient");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_mainframe_link_single"] = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
level._effect["zombie_mainframe_linked"]     = loadfx("maps/zombie/fx_zombie_mainframe_linked");
level._effect["zombie_mainframe_beam"]       = loadfx("maps/zombie/fx_zombie_mainframe_beam");
level._effect["zombie_mainframe_flat"]       = loadfx("maps/zombie/fx_zombie_mainframe_flat");
level._effect["zombie_mainframe_flat_start"]   = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");
level._effect["zombie_mainframe_beam_start"]   = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
level._effect["zombie_flashback_american"]     = loadfx("maps/zombie/fx_zombie_flashback_american");
level._effect["gasfire2"]                 = LoadFx("destructibles/fx_dest_fire_vert");
level._effect["mp_light_lamp"]               = Loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["zombie_difference"]             = loadfx("maps/zombie/fx_zombie_difference");
level._effect["zombie_mainframe_steam"]         = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level._effect["zombie_heat_sink"]               = loadfx("maps/zombie/fx_zombie_heat_sink");
level._effect["mp_smoke_stack"]             = loadfx("maps/mp_maps/fx_mp_smoke_stack");
level._effect["mp_elec_spark_fast_random"]   = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
level._effect["zombie_elec_gen_idle"]       = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["zombie_moon_eclipse"]           = loadfx("maps/zombie/fx_zombie_moon_eclipse");
level._effect["zombie_clock_hand"]             = loadfx("maps/zombie/fx_zombie_clock_hand");
level._effect["zombie_elec_pole_terminal"]     = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
level._effect["mp_elec_broken_light_1shot"]     = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");
level._effect["mp_light_lamp_no_eo"]         = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");

level._effect["zombie_packapunch"]             = loadfx("maps/zombie/fx_zombie_packapunch");
level._effect["zapper"]               = loadfx("misc/fx_zombie_electric_trap");

level thread dog_start_monitor();
level thread dog_stop_monitor();

/*
level thread light_model_swap( "smodel_light_electric", "lights_indlight_on" );
level thread light_model_swap( "smodel_light_electric_milit", "lights_milit_lamp_single_int_on" );
level thread light_model_swap( "smodel_light_electric_tinhatlamp", "lights_tinhatlamp_on" );
*/

level thread clientscripts\_zombie_mode::init_perk_machines();
}

_spawnFX()
{
// Leave This -- Modulated Teleporter FX Exploders
clientscripts\createfx\dlc3_fx::main();
}

zombie_monitor(clientNum)
{
self endon("disconnect");
self endon("zombie_off");

while(1)
{
if(isdefined(self.zombifyFX))
{
playfx(clientNum, level._effect["zombie_grain"], self.origin);
}
realwait(0.1);
}
}

zombifyHandler(clientNum, newState, oldState)
{
player = getlocalplayers()[clientNum];

if(newState == "1")
{
if(!isdefined(player.zombifyFX)) // We're not already in zombie mode.
{
player.zombifyFX = 1;
player thread zombie_monitor(clientNum); // thread a monitor on it.
println("Zombie effect on");
}
}
else if(newState == "0")
{
if(isdefined(player.zombifyFX)) // We're already in zombie mode.
{
player.zombifyFX = undefined;
self notify("zombie_off"); // kill the monitor thread
println("Zombie effect off");
}
}
}

trap_fx_monitor(name,side)
{

while(1)
{
level waittill(name);

fire_points = getstructarray(name,"targetname");

for(i=0;i<fire_points.size;i++)
{
fire_points[i] thread electric_trap_fx(name,side);
}

}

}

electric_trap_fx(name,side)
{

ang = self.angles;
forward = anglestoforward(ang);
up = anglestoup(ang);

if ( isdefined( self.loopFX ) )
{
for(i = 0; i < self.loopFX.size; i ++)
{
self.loopFX[i] delete();
}

self.loopFX = [];
}

if(!isdefined(self.loopFX))
{
self.loopFX = [];
}

players = getlocalplayers();

for(i = 0; i < players.size; i++)
{
self.loopFX[i] = SpawnFx( i, level._effect["zapper"], self.origin, 0,forward,up);
triggerfx(self.loopFX[i]);
}

level waittill(side + "off");
//wait(30 );

for(i = 0; i < self.loopFX.size; i ++)
{
self.loopFX[i] delete();
}

self.loopFX = [];

/* if(isDefined(self.script_sound))
{
self.tag_origin playsound("elec_start");
self.tag_origin playloopsound("elec_loop");
self thread play_electrical_sound();
}
wait(30);
wait(randomfloat(2));
if(isDefined(self.script_sound))
{
self.tag_origin stoploopsound();
}
self.tag_origin delete();
wait(2);
notify_ent notify("elec_done");
level notify ("arc_done"); */

}

// borrowed this func from asylum
perk_wire_fx(notify_wait, init_targetname, done_notify )
{
level waittill(notify_wait);

players = getlocalplayers();
for(i = 0; i < players.size;i++)
{
players[i] thread perk_wire_fx_client( i, init_targetname, done_notify );
}
}


//
// Actually Plays the FX along the wire
perk_wire_fx_client( clientnum, init_targetname, done_notify )
{
println( "perk_wire_fx_client for client #"+clientnum );
targ = getstruct(init_targetname,"targetname");
if ( !IsDefined( targ ) )
{
return;
}

mover = Spawn( clientnum, targ.origin, "script_model" );
mover SetModel( "tag_origin" );
fx = PlayFxOnTag( clientnum, level._effect["wire_spark"], mover, "tag_origin" );

fake_ent = spawnfakeent(0);
setfakeentorg(0, fake_ent, mover.origin);
playsound( 0, "tele_spark_hit", mover.origin );
playloopsound( 0, fake_ent, "tele_spark_loop");
mover thread tele_spark_audio_mover(fake_ent);

while(isDefined(targ))
{
if(isDefined(targ.target))
{
println( "perk_wire_fx_client#"+clientnum+" next target: "+targ.target );
target = getstruct(targ.target,"targetname");

// PlayFx( clientnum, level._effect["wire_spark"], mover.origin );
mover MoveTo( target.origin, 0.1 );
wait( 0.1 );

targ = target;
}
else
{
break;
}
}
level notify( "spark_done" );
mover Delete();
deletefakeent(0,fake_ent);

// Link complete, light is green
level notify( done_notify );
}

tele_spark_audio_mover(fake_ent)
{
level endon( "spark_done" );

while (1)
{
realwait(0.05);
setfakeentorg(0, fake_ent, self.origin);
}
}

//
// Pulls the fog in
dog_start_monitor()
{
while( 1 )
{
level waittill( "dog_start" );
//SetVolFog( 75.0, 80.0, 380, -40.0, 0.16, 0.204, 0.274, 7 );
//SetVolFog( 229.0, 400.0, 115.0, 200.0, 0.16, 0.204, 0.274, 7 );
SetVolFog( 229.0, 200.0, 380.0, 200.0, 0.16, 0.204, 0.274, 7 );
//VisionSetNaked(0, "zombie_sumpf_dogs", 7 );

}
}


//
// Pulls the fog in
dog_stop_monitor()
{
while( 1 )
{
level waittill( "dog_stop" );
SetVolFog( 404.39, 1543.52, 460.33, -244.014, 0.65, 0.84, 0.79, 6 );
//VisionSetNaked(0, "zombie_sumpf", 4 );

}
}


//
//  Replace the light models when the lights turn on and off
light_model_swap( name, model )
{
// while (1)
// {
level waittill( "pl1" ); // Power lights on

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, name, "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( model );
}
}
}


//
// This is some crap to get around my inability to get usable angles from a model in a prefab
get_guide_struct_angles( ent )
{
guide_structs = GetStructArray( "map_fx_guide_struct", "targetname" );
if ( guide_structs.size > 0 )
{
guide = guide_structs[0];
dist = DistanceSquared(ent.origin, guide.origin);
for ( i=1; i<guide_structs.size; i++ )
{
new_dist = DistanceSquared(ent.origin, guide_structs[i].origin);
if ( new_dist < dist )
{
guide = guide_structs[i];
dist = new_dist;
}
}

return guide.angles;
}

return (0, 0, 0);
}


//
// Controls the lights on the teleporters
// client-sided in case we do any flashing/blinking
teleporter_map_light( light_name, on_msg )
{
level waittill( "pl1" ); // power lights on

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, light_name, "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
// lamps[i].fx = spawn(p, lamps[i].origin, "script_model" );
// lamps[i].fx setmodel("tag_origin");
// lamps[i].fx.angles = lamps[i].angles+(-90,0,0);
// lamps[i].fx.angles = (45,0,0);
angles = lamps[i].angles;
println( light_name + "- model angles : "+angles[0]+", "+angles[1]+", "+angles[2] );
// playfxontag(p, level._effect["zapper_light_notready"],lamps[i].fx,"tag_origin");

angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}

// wait until it is linked
level waittill( on_msg );

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, light_name, "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_green" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_ready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}
}

//
// The map light for the receiver is special.  It acts differently than the teleporter lights
//
teleporter_map_light_receiver()
{
level waittill( "pl1" ); // power lights on

level thread teleporter_map_light_receiver_flash();

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}

level waittill( "pap1" ); // Pack-a-Punch On
wait( 1.5 ); // dramatic pause

level.map_light_receiver_on = true;
players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_green" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_ready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}
}


//
// When the players try to link teleporters, we need to flash the light
//
teleporter_map_light_receiver_flash()
{
level endon( "pap1" ); // Pack-A-Punch machine is on
level waittill( "TRf" ); // Teleporter Receiver map light flash

// After you have started, then you can end when you get a stop command.
// Putting it after you start prevents premature stopping
level endon( "TRs" ); // Teleporter receiver map light stop
level thread teleporter_map_light_receiver_stop();

while (1)
{
players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}
wait( 0.5 );

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
}
}
wait( 0.5 );
}
}


//
// When you stop flashing, put the correct model back on
teleporter_map_light_receiver_stop()
{
level endon( "pap1" ); // Pack-A-Punch machine is on

level waittill( "TRs" ); // teleporter receiver light stop

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}

// listen for another flash message
level thread teleporter_map_light_receiver_flash();
}
Last Edit: March 23, 2016, 04:39:05 am by daedra descent
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Shot in the dark. Did you make sure the right specific mod was selected when compiling your map and patch?

Yep :D

Double Post Merge: March 23, 2016, 07:36:48 am
If you were missing your map's patch you would have gotten an error related to dogs before that(unless you removed them completely, which i'm assuming you didn't).

dlc3_code.csc is included by dlc3.csv which is included by <mapname>.csv

<mapname>.csv => dlc3.csv => dlc3_code.csc include

Should look like this near the top in dlc3.csv:

Code Snippet
Plaintext
// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc

dlc3_code.csc is called via pointer function from <mapname>.csc from raw/clientscripts:

Code Snippet
Plaintext
	clientscripts\dlc3_code::DLC3_FX();

which contains:

Code Snippet
Plaintext
#include clientscripts\_utility; 
#include clientscripts\_fx;
#include clientscripts\_music;

DLC3_FX()
{
if( isDefined( level.DLC3_Client.createFX ) )
{
[[level.DLC3_Client.createFX]]();
}

_spawnFX();

clientscripts\_fx::reportNumEffects();

clientscripts\_utility::setFootstepEffect( "asphalt",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "brick",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "carpet",     LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "cloth",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "concrete",   LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "dirt",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "foliage",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "gravel",     LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "grass",      LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "metal",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "mud",        LoadFx( "bio/player/fx_footstep_mud" ) );
clientscripts\_utility::setFootstepEffect( "paper",      LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "plaster",    LoadFx( "bio/player/fx_footstep_dust" ) );
clientscripts\_utility::setFootstepEffect( "rock",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "sand",       LoadFx( "bio/player/fx_footstep_sand" ) );
clientscripts\_utility::setFootstepEffect( "water",      LoadFx( "bio/player/fx_footstep_water" ) );
clientscripts\_utility::setFootstepEffect( "wood",       LoadFx( "bio/player/fx_footstep_dust" ) );

// THESE ARE NEEDED FOR ZOMBIE MODE -- LEAVE THESE
level._effect["zombie_grain"]              = LoadFx( "misc/fx_zombie_grain_cloud" );
level._effect["electric_short_oneshot"]    = loadfx("env/electrical/fx_elec_short_oneshot");
level._effect["switch_sparks"]             = loadfx ("env/electrical/fx_elec_wire_spark_burst");

level._effect["zapper_fx"]                 = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper_wall"]               = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["elec_trail_one_shot"]       = loadfx("misc/fx_zombie_elec_trail_oneshot");

level._effect["zapper_light_ready"]        = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"]     = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["wire_sparks_oneshot"]       = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");

level._effect["wire_spark"]                = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["eye_glow"]                  = LoadFx( "misc/fx_zombie_eye_single" );
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );

/*
level thread trap_fx_monitor("warehouse_trap","warehouse");
level thread trap_fx_monitor("wuen_trap", "wuen");
level thread trap_fx_monitor("bridge_trap", "bridge");
*/

disableFX = GetDvarInt( "disable_fx" );
if( !IsDefined( disableFX ) || disableFX <= 0 )
{
// THESE ARE NEEDED FOR ZOMBIE MODE -- LEAVE THESE
level._effect["zombie_grain"]              = LoadFx( "misc/fx_zombie_grain_cloud" );
level._effect["electric_short_oneshot"]    = loadfx("env/electrical/fx_elec_short_oneshot");
level._effect["switch_sparks"]             = loadfx ("env/electrical/fx_elec_wire_spark_burst");

level._effect["zapper_fx"]                 = loadfx("misc/fx_zombie_zapper_powerbox_on");
level._effect["zapper_wall"]               = loadfx("misc/fx_zombie_zapper_wall_control_on");
level._effect["elec_trail_one_shot"]       = loadfx("misc/fx_zombie_elec_trail_oneshot");

level._effect["zapper_light_ready"]        = loadfx("maps/zombie/fx_zombie_light_glow_green");
level._effect["zapper_light_notready"]     = loadfx("maps/zombie/fx_zombie_light_glow_red");
level._effect["wire_sparks_oneshot"]       = loadfx("env/electrical/fx_elec_wire_spark_dl_oneshot");

level._effect["wire_spark"]                = loadfx("maps/zombie/fx_zombie_wire_spark");
level._effect["eye_glow"]                  = LoadFx( "misc/fx_zombie_eye_single" );
level._effect["powerup_on"] = loadfx( "misc/fx_zombie_powerup_on" );
}

/*
level thread perk_wire_fx( "pw0", "pad_0_wire", "t01" );
level thread perk_wire_fx( "pw1", "pad_1_wire", "t11" );
level thread perk_wire_fx( "pw2", "pad_2_wire", "t21" );
*/

if( isDefined( level.DLC3_Client.myFX ) )
{
[[level.DLC3_Client.myFX]]();
}

// THESE ARE NEEDED FOR ZOMBIE MODE -- LEAVE THESE
level._effect["transporter_beam"]           = loadfx("maps/zombie/fx_transporter_beam");
level._effect["transporter_pad_start"]     = loadfx("maps/zombie/fx_transporter_pad_start");
level._effect["transporter_start"]         = loadfx("maps/zombie/fx_transporter_start");
level._effect["transporter_ambient"]       = loadfx("maps/zombie/fx_transporter_ambient");
level._effect["zombie_mainframe_link_all"] = loadfx("maps/zombie/fx_zombie_mainframe_link_all");
level._effect["zombie_mainframe_link_single"] = loadfx("maps/zombie/fx_zombie_mainframe_link_single");
level._effect["zombie_mainframe_linked"]     = loadfx("maps/zombie/fx_zombie_mainframe_linked");
level._effect["zombie_mainframe_beam"]       = loadfx("maps/zombie/fx_zombie_mainframe_beam");
level._effect["zombie_mainframe_flat"]       = loadfx("maps/zombie/fx_zombie_mainframe_flat");
level._effect["zombie_mainframe_flat_start"]   = loadfx("maps/zombie/fx_zombie_mainframe_flat_start");
level._effect["zombie_mainframe_beam_start"]   = loadfx("maps/zombie/fx_zombie_mainframe_beam_start");
level._effect["zombie_flashback_american"]     = loadfx("maps/zombie/fx_zombie_flashback_american");
level._effect["gasfire2"]                 = LoadFx("destructibles/fx_dest_fire_vert");
level._effect["mp_light_lamp"]               = Loadfx("maps/mp_maps/fx_mp_light_lamp");
level._effect["zombie_difference"]             = loadfx("maps/zombie/fx_zombie_difference");
level._effect["zombie_mainframe_steam"]         = loadfx("maps/zombie/fx_zombie_mainframe_steam");
level._effect["zombie_heat_sink"]               = loadfx("maps/zombie/fx_zombie_heat_sink");
level._effect["mp_smoke_stack"]             = loadfx("maps/mp_maps/fx_mp_smoke_stack");
level._effect["mp_elec_spark_fast_random"]   = loadfx("maps/mp_maps/fx_mp_elec_spark_fast_random");
level._effect["zombie_elec_gen_idle"]       = loadfx("misc/fx_zombie_elec_gen_idle");
level._effect["zombie_moon_eclipse"]           = loadfx("maps/zombie/fx_zombie_moon_eclipse");
level._effect["zombie_clock_hand"]             = loadfx("maps/zombie/fx_zombie_clock_hand");
level._effect["zombie_elec_pole_terminal"]     = loadfx("maps/zombie/fx_zombie_elec_pole_terminal");
level._effect["mp_elec_broken_light_1shot"]     = loadfx("maps/mp_maps/fx_mp_elec_broken_light_1shot");
level._effect["mp_light_lamp_no_eo"]         = loadfx("maps/mp_maps/fx_mp_light_lamp_no_eo");

level._effect["zombie_packapunch"]             = loadfx("maps/zombie/fx_zombie_packapunch");
level._effect["zapper"]               = loadfx("misc/fx_zombie_electric_trap");

level thread dog_start_monitor();
level thread dog_stop_monitor();

/*
level thread light_model_swap( "smodel_light_electric", "lights_indlight_on" );
level thread light_model_swap( "smodel_light_electric_milit", "lights_milit_lamp_single_int_on" );
level thread light_model_swap( "smodel_light_electric_tinhatlamp", "lights_tinhatlamp_on" );
*/

level thread clientscripts\_zombie_mode::init_perk_machines();
}

_spawnFX()
{
// Leave This -- Modulated Teleporter FX Exploders
clientscripts\createfx\dlc3_fx::main();
}

zombie_monitor(clientNum)
{
self endon("disconnect");
self endon("zombie_off");

while(1)
{
if(isdefined(self.zombifyFX))
{
playfx(clientNum, level._effect["zombie_grain"], self.origin);
}
realwait(0.1);
}
}

zombifyHandler(clientNum, newState, oldState)
{
player = getlocalplayers()[clientNum];

if(newState == "1")
{
if(!isdefined(player.zombifyFX)) // We're not already in zombie mode.
{
player.zombifyFX = 1;
player thread zombie_monitor(clientNum); // thread a monitor on it.
println("Zombie effect on");
}
}
else if(newState == "0")
{
if(isdefined(player.zombifyFX)) // We're already in zombie mode.
{
player.zombifyFX = undefined;
self notify("zombie_off"); // kill the monitor thread
println("Zombie effect off");
}
}
}

trap_fx_monitor(name,side)
{

while(1)
{
level waittill(name);

fire_points = getstructarray(name,"targetname");

for(i=0;i<fire_points.size;i++)
{
fire_points[i] thread electric_trap_fx(name,side);
}

}

}

electric_trap_fx(name,side)
{

ang = self.angles;
forward = anglestoforward(ang);
up = anglestoup(ang);

if ( isdefined( self.loopFX ) )
{
for(i = 0; i < self.loopFX.size; i ++)
{
self.loopFX[i] delete();
}

self.loopFX = [];
}

if(!isdefined(self.loopFX))
{
self.loopFX = [];
}

players = getlocalplayers();

for(i = 0; i < players.size; i++)
{
self.loopFX[i] = SpawnFx( i, level._effect["zapper"], self.origin, 0,forward,up);
triggerfx(self.loopFX[i]);
}

level waittill(side + "off");
//wait(30 );

for(i = 0; i < self.loopFX.size; i ++)
{
self.loopFX[i] delete();
}

self.loopFX = [];

/* if(isDefined(self.script_sound))
{
self.tag_origin playsound("elec_start");
self.tag_origin playloopsound("elec_loop");
self thread play_electrical_sound();
}
wait(30);
wait(randomfloat(2));
if(isDefined(self.script_sound))
{
self.tag_origin stoploopsound();
}
self.tag_origin delete();
wait(2);
notify_ent notify("elec_done");
level notify ("arc_done"); */

}

// borrowed this func from asylum
perk_wire_fx(notify_wait, init_targetname, done_notify )
{
level waittill(notify_wait);

players = getlocalplayers();
for(i = 0; i < players.size;i++)
{
players[i] thread perk_wire_fx_client( i, init_targetname, done_notify );
}
}


//
// Actually Plays the FX along the wire
perk_wire_fx_client( clientnum, init_targetname, done_notify )
{
println( "perk_wire_fx_client for client #"+clientnum );
targ = getstruct(init_targetname,"targetname");
if ( !IsDefined( targ ) )
{
return;
}

mover = Spawn( clientnum, targ.origin, "script_model" );
mover SetModel( "tag_origin" );
fx = PlayFxOnTag( clientnum, level._effect["wire_spark"], mover, "tag_origin" );

fake_ent = spawnfakeent(0);
setfakeentorg(0, fake_ent, mover.origin);
playsound( 0, "tele_spark_hit", mover.origin );
playloopsound( 0, fake_ent, "tele_spark_loop");
mover thread tele_spark_audio_mover(fake_ent);

while(isDefined(targ))
{
if(isDefined(targ.target))
{
println( "perk_wire_fx_client#"+clientnum+" next target: "+targ.target );
target = getstruct(targ.target,"targetname");

// PlayFx( clientnum, level._effect["wire_spark"], mover.origin );
mover MoveTo( target.origin, 0.1 );
wait( 0.1 );

targ = target;
}
else
{
break;
}
}
level notify( "spark_done" );
mover Delete();
deletefakeent(0,fake_ent);

// Link complete, light is green
level notify( done_notify );
}

tele_spark_audio_mover(fake_ent)
{
level endon( "spark_done" );

while (1)
{
realwait(0.05);
setfakeentorg(0, fake_ent, self.origin);
}
}

//
// Pulls the fog in
dog_start_monitor()
{
while( 1 )
{
level waittill( "dog_start" );
//SetVolFog( 75.0, 80.0, 380, -40.0, 0.16, 0.204, 0.274, 7 );
//SetVolFog( 229.0, 400.0, 115.0, 200.0, 0.16, 0.204, 0.274, 7 );
SetVolFog( 229.0, 200.0, 380.0, 200.0, 0.16, 0.204, 0.274, 7 );
//VisionSetNaked(0, "zombie_sumpf_dogs", 7 );

}
}


//
// Pulls the fog in
dog_stop_monitor()
{
while( 1 )
{
level waittill( "dog_stop" );
SetVolFog( 404.39, 1543.52, 460.33, -244.014, 0.65, 0.84, 0.79, 6 );
//VisionSetNaked(0, "zombie_sumpf", 4 );

}
}


//
//  Replace the light models when the lights turn on and off
light_model_swap( name, model )
{
// while (1)
// {
level waittill( "pl1" ); // Power lights on

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, name, "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( model );
}
}
}


//
// This is some crap to get around my inability to get usable angles from a model in a prefab
get_guide_struct_angles( ent )
{
guide_structs = GetStructArray( "map_fx_guide_struct", "targetname" );
if ( guide_structs.size > 0 )
{
guide = guide_structs[0];
dist = DistanceSquared(ent.origin, guide.origin);
for ( i=1; i<guide_structs.size; i++ )
{
new_dist = DistanceSquared(ent.origin, guide_structs[i].origin);
if ( new_dist < dist )
{
guide = guide_structs[i];
dist = new_dist;
}
}

return guide.angles;
}

return (0, 0, 0);
}


//
// Controls the lights on the teleporters
// client-sided in case we do any flashing/blinking
teleporter_map_light( light_name, on_msg )
{
level waittill( "pl1" ); // power lights on

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, light_name, "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
// lamps[i].fx = spawn(p, lamps[i].origin, "script_model" );
// lamps[i].fx setmodel("tag_origin");
// lamps[i].fx.angles = lamps[i].angles+(-90,0,0);
// lamps[i].fx.angles = (45,0,0);
angles = lamps[i].angles;
println( light_name + "- model angles : "+angles[0]+", "+angles[1]+", "+angles[2] );
// playfxontag(p, level._effect["zapper_light_notready"],lamps[i].fx,"tag_origin");

angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}

// wait until it is linked
level waittill( on_msg );

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, light_name, "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_green" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_ready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}
}

//
// The map light for the receiver is special.  It acts differently than the teleporter lights
//
teleporter_map_light_receiver()
{
level waittill( "pl1" ); // power lights on

level thread teleporter_map_light_receiver_flash();

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}

level waittill( "pap1" ); // Pack-a-Punch On
wait( 1.5 ); // dramatic pause

level.map_light_receiver_on = true;
players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_green" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_ready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}
}


//
// When the players try to link teleporters, we need to flash the light
//
teleporter_map_light_receiver_flash()
{
level endon( "pap1" ); // Pack-A-Punch machine is on
level waittill( "TRf" ); // Teleporter Receiver map light flash

// After you have started, then you can end when you get a stop command.
// Putting it after you start prevents premature stopping
level endon( "TRs" ); // Teleporter receiver map light stop
level thread teleporter_map_light_receiver_stop();

while (1)
{
players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}
wait( 0.5 );

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
}
}
wait( 0.5 );
}
}


//
// When you stop flashing, put the correct model back on
teleporter_map_light_receiver_stop()
{
level endon( "pap1" ); // Pack-A-Punch machine is on

level waittill( "TRs" ); // teleporter receiver light stop

players = getlocalplayers();
for ( p=0; p<players.size; p++ )
{
lamps = GetEntArray( p, "sm_light_tp_r", "targetname" );
for ( i=0; i<lamps.size; i++ )
{
lamps[i] SetModel( "zombie_zapper_cagelight_red" );
if(isDefined(lamps[i].fx))
{
lamps[i].fx delete();
}
angles = get_guide_struct_angles( lamps[i] );
lamps[i].fx = SpawnFx( p, level._effect["zapper_light_notready"], lamps[i].origin, 0, AnglesToForward( angles ) );
TriggerFX(lamps[i].fx);
}
}

// listen for another flash message
level thread teleporter_map_light_receiver_flash();
}

I'm not too sure what your trying to say here? And dogs have been fully removed from the map.
Last Edit: March 23, 2016, 07:36:48 am by RichGaming
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I'm not too sure what your trying to say here? And dogs have been fully removed from the map.

I'm saying to verify that you have everything that i said above. In particular, you should have that include in dlc3.csv(which itself included via <mapname>.csv which will require a map FF recompile).

Unless you've removed every code in every script, you haven't "removed" them, just "disabled". As long as you didn't use ZK's tutorials(a lot of dirty script edits that causes script errors) you still need the _zombiemode_dogs.gsc and other dog scripts.
Last Edit: March 24, 2016, 12:54:44 am by daedra descent
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I don't know. It all sounds related to this? Where you made another map with the same name?
http://ugx-mods.com/forum/index.php/topic,10514.msg116478.html#msg116478

Might have to make a map with a different name. Unless someone knows if and what could cause all this.
Last Edit: March 24, 2016, 12:59:54 am by MakeCents
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Did you try just plain out attempting to run the map again?
Marked as best answer by RichGaming 8 years ago
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I believe I have solved the issue. I placed the script in my mods folder and am no longer getting the error. Thanks for the help guys!

 
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