No idea about the knife. Try using a different texture on a wall. Check the properties I think there's an invisible check button. Also what kind of brush did you use. Maybe you used the wrong one. Can you walk through the walls?
The launcher compiles my map fine except for 2 empty brush model entities. When the game launches the following keeps popping up: "Error linking script 'scripts/zm/zm_gladiator.gsc" (gladiator is the main script)
It's been awhile since I worked on the map, so I'm just wondering if I need to update some files, I've searched around and haven't been able to figure it out. My scripts all look okay. I've looked through the map trying to see if I have something with like a targetname set or something with no code for it and tried deleting some stuff and deleting code. Do I need to copy "zm_mod.cfg" over? I was able to compile and run the test map, even though there were errors.
Also, I reset my w8.1 PC not too long ago. So maybe I'm missing required stuff in order to compile maps?
It is possible. Google it. I deleted the opening cutscene and in process deleted forest scene. It was replaced with just black. Pretty sure menu loaded faster. Needing to load the menu. What a load of crap.
Literally just youtube search "black ops 3 mod tools triggers" or "trigger_multiple" Or try "Radiant black tutorial triggers".
You'll find something. Sometimes it may not be a tutorial about your specific purpose, but you can re-purpose things to do what you want them to do. Also some things apply across the board. Once you know how to setup one trigger, all triggers are pretty much the same.
Make sure to click compile and link as well as build. Trying YouTube tutorial or searchbar in forums first before asking a question. Let me know if that works
Hahah guys, all i wanted is to get a simple line of code
I have never used this method: level.playSoundLocation PlaySound("welcoming_sound"); I posted a way that I have used before and I know works.
Did you put "on_player_spawned();" under the main function? If you didn't do that than the function "on_player_spawned()" will not run. Functions only run when they are called. to call a function you simply take their name ex. "fname" and put "fname();" Do not call your function within itself, or call the function from somewhere where that line of code won't be run. So the best place to call a function is from the main class, or another function that perhaps does other stuff before calling your function.
Also "level.playSoundLocation" is nil unless the game knows what "playSoundLocation" is. You should have: Also if that works, it's over complicated you can simply do this: You don't even have to bother putting that code in a function. Just put it under the main class. If the code is running too early (sound plays too early). Or maybe it doesn't play at all, you may need to add "wait(time);" before the line with "GetEnt". Ex. wait(3); (Waits 3 seconds.) It's possible that if the code is run before the game starts it might not play the sound at all.
Another reason to do it my way: If all your players spawn in a circle in a vicinity of lets say 5 meters. You put the sound struct in the center. So the sound plays in some peoples left ear and some peoples right ear. Depending where you put the struct some players may hear it loud and other may hear it quiet. With my function it plays the sound on every player. Although I've realized because my way is global. If you have 4 players, it's gonna play the sound 4 times for every single player instead of just once for every player. This could be solved by using a different playsound function. That runs locally. a variety of other solutions exist as well
Make a trigger_multiple surround the entrance or the entire room, whatever. Add a key/value and use these functions: It's up to you to make it work. You won't learn anything if I do it for you. Search the forums for answers how to use these if you can't figure out how or look it up on the API