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UGX Patch Problem

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Created 10 years ago
by insanity3241
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Date Registered: 2 August 2013
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Mapping is Fun.. xD
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I dont know why the last post got locked but here are the pictures of the problem






Now for whats in my ugx_modder_help.gsc

Code Snippet
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//UGX Notes: This is code from DLC3 for creating the modderhelp hud. I moved this to an external file for #include purposes. Want to keep the external file references to a minimum (i.e. no maps\_filename::function())

#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;

//Args:
// item: the item to be analyzed
// msg: the message to display if the check fails
// type: the type of check we are performing
//Types:
// entity: checks if an entity is defined
// test: checks bool value of item parameter.

modderHelp( item, msg, type )
{
if(!isDefined(type)) type = "entity";
// Developer Needs To Be Set To 1
if( getDvarInt( "developer" ) >= 1 )
{
// Title
if( !isDefined( level.modderHelpText[ 0 ] ) )
{
level.modderHelpText[ 0 ] = modderHelpHUD_CreateText( "UGX Modtools Patch Developer Help Center" );
}

if(type == "entity")
{
// Check If Entity Exists Or Forced Error Msg
if( !isDefined( item ) )
{
// Check If Error Msg Exists
if( !isDefined( msg ) )
{
return false;
}

// Let Modder Know What's Wrong And How To Fix
level.modderHelpText[ level.modderHelpText.size ] = modderHelpHUD_CreateText( "^1   -" + msg );

return true; // Return That There Was Something Wrong
}
}
if(type == "test")
{
if(item)
level.modderHelpText[ level.modderHelpText.size ] = modderHelpHUD_CreateText( "^1   -" + msg );
}
}

return false;
}

modderHelpHUD_CreateText( Msg )
{
temp_modderHelpHUD = newHudElem();
temp_modderHelpHUD.x = 0;
temp_modderHelpHUD.y = (level.modderHelpText.size * 20) - 180;
temp_modderHelpHUD.alignX = "left";
temp_modderHelpHUD.alignY = "middle";
temp_modderHelpHUD.horzAlign = "left";
temp_modderHelpHUD.vertAlign = "middle";
temp_modderHelpHUD.sort = 1;
temp_modderHelpHUD.foreground = true;
temp_modderHelpHUD.fontScale = 1.25;
temp_modderHelpHUD SetText( Msg );
temp_modderHelpHUD.alpha = 0;
temp_modderHelpHUD FadeOverTime( 1.2 );
temp_modderHelpHUD.alpha = 1;

return temp_modderHelpHUD;
}
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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

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

-Linus Torvalds
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Open dlc3_teleporter and delete the #include maps\dlc3_code; from the file.

If that doesn't work then you could probably just delete UGX modder help depending on how integrated it is in the scripts.
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Location: england
Date Registered: 29 August 2012
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Open dlc3_teleporter and delete the #include maps\dlc3_code; from the file.

If that doesn't work then you could probably just delete UGX modder help depending on how integrated it is in the scripts.
im affraid this didnt work when i tried it
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It looks like the UGX modders help function was removed from the UGX mod tools patch's dlc3_code.gsc. Therefor unless the OP is running the UGX mod(which uses its own scripts), i have no idea why he'd be getting the error.
Last Edit: May 24, 2014, 03:45:19 pm by daedra descent

 
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