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Topics - MegaMech43

Hi, I'm back! It's been awhile.

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?

Console log:
Spoiler: click to open...
Code Snippet
Plaintext
Command line: +set fs_game zm_gladiator +devmap zm_gladiator
Error: Waited 123 msec for missing asset "debug_sphere_exterior".
Error: Could not find material "debug_sphere_exterior".
Error: Could not find material "debug_sphere_interior".
Error: Could not find material "debug_sphere_exterior_nodepth".
Error: Could not find material "debug_sphere_interior_nodepth".
Error: Could not find material "logo".
Error: Could not find material "mc/infrared_white".
Error: Could not find material "mc/hud_outline_model_green".
Error: Could not find material "mc/hud_outline_model_red".
Error: Could not find material "mc/hud_outline_model_orange".
Error: Could not find material "mc/hud_outline_model_white".
Error: Could not find material "mc/hud_outline_model_green_alpha".
Error: Could not find material "mc/hud_outline_model_red_alpha".
Error: Could not find material "mc/hud_outline_model_orange_alpha".
Error: Could not find material "mc/hud_outline_model_white_alpha".
Error: Could not find material "mc/hud_outline_model_green_calpha".
Error: Could not find material "mc/hud_outline_model_red_calpha".
Error: Could not find material "mc/hud_outline_model_orange_calpha".
Error: Could not find material "mc/hud_outline_model_white_calpha".
Error: Could not find material "mc/hud_outline_model_z_green".
Error: Could not find material "mc/hud_outline_model_z_red".
Error: Could not find material "mc/hud_outline_model_z_orange".
Error: Could not find material "mc/hud_outline_model_z_white".
Error: Could not find material "mc/hud_outline_model_z_green_alpha".
Error: Could not find material "mc/hud_outline_model_z_red_alpha".
Error: Could not find material "mc/hud_outline_model_z_orange_alpha".
Error: Could not find material "mc/hud_outline_model_z_white_alpha".
Error: Could not find material "mc/hud_outline_model_z_green_calpha".
Error: Could not find material "mc/hud_outline_model_z_red_calpha".
Error: Could not find material "mc/hud_outline_model_z_orange_calpha".
Error: Could not find material "mc/hud_outline_model_z_white_calpha".
Error: Could not find material "mc/sonar_weakpoint".
Error: Could not find material "mc/hud_outline_model_scriptint".
Error: Could not find material "mc/hud_outline_model_alpha_scriptint".
Error: Could not find material "mc/hud_outline_model_calpha_scriptint".
Error: Could not find material "mc/hud_outline_model_z_scriptint".
Error: Could not find material "mc/hud_outline_model_zonly_scriptint".
Error: Could not find material "mc/hud_outline_model_z_alpha_scriptint".
Error: Could not find material "mc/hud_outline_model_z_calpha_scriptint".
Error: Could not find material "mc/sonar_frontend_normal".
Error: Could not find material "mc/sonar_frontend_locked_gun".
Error: Could not find material "mc/sonar_frontend_token_locked_gun".
Error: Could not find material "fontcache".
Error: Could not find material "fontcache_distfield".
Error: Could not find material "fontcache_glow".
Error: Could not find material "fontcache_outline".
Error: Could not find material "fontcache_shadow".
Error: Could not find material "lui_loader_no_offset".
Error: Waited 4658 msec for missing asset "mod.cfg".
Error: couldn't exec mod.cfg
Error: couldn't exec zm_mod.cfg
Error: couldn't exec mod.cfg
Error: couldn't exec zm_mod.cfg
Error: Could not find material "specialty_instakill_zombies".
Error: Could not find material "specialty_doublepoints_zombies".
Error: Could not find material "specialty_doublepoints_zombies_blue".
Error: Could not find material "specialty_firesale_zombies".
Error: Could not find material "zom_icon_bonfire".
Error: Could not find material "t7_hud_zm_powerup_deathmachine".
Error: Could not find material "t7_zm_hd_specialty_zmblood".
Error: Could not find material "specialty_giant_instakill_zombies".
Error: Could not find material "specialty_giant_doublepoints_zombies".
Error: Could not find material "specialty_giant_firesale_zombies".
Error: Could not find material "t7_hud_zm_powerup_giant_deathmachine".
Error: Could not find weapon "sten_zm".
Error: Could not find weapon "smg_ak74u_zm".
Error: Could not find weapon "smg_ak74u_upgraded_zm".
Error: Could not find weapon "ar_fastburst_zm".
Error: Could not find weapon "ar_fastburst_upgraded_zm".
Error: Could not find weapon "sniper_chargeshot_zm".
Error: Could not find weapon "sniper_chargeshot_upgraded_zm".
Error: Could not find weapon "pistol_standard_dw_zm".
Error: Could not find weapon "pistol_burst_dw_zm".
Error: Could not find weapon "pistol_fullauto_dw_zm".
Error: Could not find weapon "pistol_m1911_zm".
Error: Could not find weapon "pistol_m1911_upgraded_zm".
Error: Could not find weapon "pistol_shotgun_zm".
Error: Could not find weapon "pistol_shotgun_dw_zm".
Error: Could not find weapon "pistol_shotgun_upgraded_zm".
Error: Could not find weapon "pistol_shotgun_dw_upgraded_zm".
Error: Could not find weapon "launcher_lockonly_zm".
Error: Could not find weapon "launcher_lockonly_upgraded_zm".
Error: Could not find weapon "knife_loadout_zm".
Error: Could not find weapon "skull_gun_zm".
Error: Could not find weapon "skull_gun_upgraded_zm".
Error: Could not find weapon "special_crossbow_zm".
Error: Could not find material "minimap_icon_mystery_box".
Error: Could not find material "zom_icon_community_pot".
Error: Could not find material "zom_icon_community_pot_strip".
Error: Could not find material "zom_icon_player_life".
Error: Could not find fx "_t6/maps/zombie/fx_zmb_tanzit_upgrade".
Error: Could not find fx "_t6/maps/zombie/fx_zmb_tranzit_electrap_explo".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_bar_break".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_bar_break_lite".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_tesla_neck_spurt".
Error: Could not find fx "_t6/misc/fx_zombie_cola_jugg_on".
Error: Could not find fx "_t6/misc/fx_zombie_cola_on".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_body_snow_falling".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_body_water_billowing".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_hand_snow_burst".
Error: Could not find fx "_t6/maps/zombie/fx_mp_zombie_hand_water_burst".
Error: Could not find fx "_t6/maps/zombie/fx_zombie_body_wtr_falling".
Error: Could not find fx "_t6/misc/fx_ui_flagbase_pmc".
Error: Could not find fx "_t6/weapon/riotshield/fx_riotshield_depoly_dust".
Error: Could not find fx "_t6/weapon/riotshield/fx_riotshield_depoly_lights".
Error: Could not find fx "killstreaks/fx_heli_chaff".
Error: Could not find fx "lensflares/fx_lensflare_sniper_glint".
Error: Could not find fx "player/fx_plyr_clone_reaper_appear".
Error: Could not find fx "player/fx_plyr_clone_reaper_orb".
Error: Could not find fx "player/fx_plyr_clone_vanish".
Error: Could not find fx "player/fx_plyr_flashback_trail_impact".
Error: Could not find fx "player/fx_plyr_rejack_light".
Error: Could not find fx "player/fx_plyr_revive".
Error: Could not find fx "player/fx_plyr_revive_demat".
Error: Could not find fx "vehicle/fx_quadtank_airburst".
Error: Could not find fx "vehicle/fx_quadtank_airburst_ground".
Error: Could not find fx "weapon/fx_betty_light_blue".
Error: Could not find fx "weapon/fx_betty_light_orng".
Error: Could not find fx "weapon/fx_hero_pineapple_trail_blue".
Error: Could not find fx "weapon/fx_hero_pineapple_trail_orng".
Error: Could not find fx "animals/fx_bio_direwolf_eyes".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_armor".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_armor_face".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_body_light".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_knee_sparks".
Error: Could not find fx "dlc1/castle/fx_mech_dmg_sparks".
Error: Could not find fx "dlc1/castle/fx_mech_foot_step".
Error: Could not find fx "dlc1/castle/fx_mech_foot_step_steam".
Error: Could not find fx "dlc1/castle/fx_mech_head_light".
Error: Could not find fx "dlc1/castle/fx_mech_light_dmg".
Error: Could not find fx "dlc1/castle/fx_mech_wpn_flamethrower".
Error: Could not find fx "dlc1/castle/fx_wpn_115_muz".
Error: Could not find fx "dlc2/island/fx_spores_cloud_ambient_lrg".
Error: Could not find fx "dlc2/island/fx_spores_cloud_ambient_md".
Error: Could not find fx "dlc2/island/fx_spores_cloud_ambient_sm".
Error: Could not find fx "dlc2/island/fx_thrash_chest_mouth_drool_1p".
Error: Could not find fx "dlc2/island/fx_thrash_eye_glow".
Error: Could not find fx "dlc2/island/fx_thrash_eye_glow_rage".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_burst".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_impact".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_reinflate".
Error: Could not find fx "dlc2/island/fx_thrash_pustule_spore_exp".
Error: Could not find fx "dlc2/island/fx_thrash_rage_gas_leg_lft".
Error: Could not find fx "dlc2/island/fx_thrash_rage_gas_leg_rgt".
Error: Could not find fx "dlc2/island/fx_thrash_rage_gas_torso".
Error: Could not find fx "electric/fx_ability_elec_surge_short_robot".
Error: Could not find fx "electric/fx_elec_warlord_damage_1".
Error: Could not find fx "electric/fx_elec_warlord_damage_2".
Error: Could not find fx "electric/fx_elec_warlord_lower_damage_1".
Error: Could not find fx "electric/fx_elec_warlord_lower_damage_2".
Error: Could not find fx "explosions/fx_exp_robot_stage3_evb".
Error: Could not find fx "explosions/fx_exp_warlord_death".
Error: Could not find fx "light/fx_light_body_glow_warlord".
Error: Could not find fx "light/fx_light_eye_glow_warlord".
Error: Could not find fx "player/fx_loot_taunt_e_reaper_main_03".
Error: Could not find fx "player/fx_loot_taunt_outrider_talon_lights".
Error: Could not find fx "player/fx_plyr_ability_screen_blur_overdrive".
Error: Could not find fx "player/fx_plyr_flashback_trail".
Error: Could not find fx "player/fx_plyr_heat_wave_distortion_volume".
Error: Could not find fx "player/fx_plyr_heat_wave_distortion_volume_air".
Error: Could not find fx "player/fx_plyr_shock_field".
Error: Could not find fx "player/fx_plyr_shock_field_1p".
Error: Could not find fx "vehicle/fx_exhaust_jetpack_warlord_juke".
Error: Could not find fx "weapon/fx_hero_blackjack_beam_source".
Error: Could not find fx "weapon/fx_hero_blackjack_beam_target".
Error: Could not find fx "zombie/fx_margwa_head_shot_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_roar_purple_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_roar_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_intro_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_tell_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_travel_zod_zmb".
Error: Could not find fx "zombie/fx_margwa_teleport_zod_zmb".
Error: Could not find fx "zombie/fx_val_chest_burst".
Error: Could not find tagfx "ability_hero_heat_wave_player_impact".
Error: Could not find tagfx "gadget_flashback_3p_off".
Error: Could not find weapon "zombie_cymbal_monkey_zm".
Error: Could not find weapon "zombie_weapon_octobomb_zm".
Error: Could not find weapon "thompson_zm".
Error: Could not find weapon "weapon_null_zm".
Error: Could not find material "specialty_ads_zombies".
Error: Could not find material "specialty_doubletap_zombies".
Error: Could not find material "specialty_extraprimaryweapon_zombies".
Error: Could not find material "specialty_fastreload_zombies".
Error: Could not find material "specialty_juggernaut_zombies".
Error: Could not find material "specialty_marathon_zombies".
Error: Could not find material "specialty_quickrevive_zombies".
Error: Could not find material "specialty_widows_wine_zombies".
Error: Could not find material "zom_icon_minigun".
Error: Could not find fx "_t6/misc/fx_zombie_cola_revive_on".
Error: Could not find fx "dlc3/stalingrad/fx_cymbal_monkey_radial_pulse".
Error: Could not find fx "dlc5/zmhd/fx_zombie_quad_gas_nova6".
Error: Could not find fx "dlc5/zmhd/fx_zombie_quad_trail".
Error: Could not find fx "impacts/fx_flesh_hit".
Error: Could not find fx "misc/fx_zombie_bloodsplat".
Error: Could not find fx "misc/fx_zombie_bloodspurt".
Error: Could not find fx "misc/fx_zombie_eye_single".
Error: Could not find fx "trail/fx_trail_blood_streak".
Error: Could not find fx "weapon/bullet/fx_flesh_gib_fatal_01".
Error: Could not find fx "electric/fx_ability_elec_surge_short_robot_optim".
Error: Could not find fx "electric/fx_elec_burst_lg_z270_os".
Error: Could not find fx "impacts/fx_flesh_hit_knife_lg_zmb".
Error: Could not find fx "light/fx_light_spark_chest_zombie_optim".
Error: Could not find fx "zombie/fx_bmode_attack_grapple_zod_zmb".


Error linking script 'scripts/zm/zm_gladiator.gsc'

gladiator.gsc:
Code Snippet
Plaintext
#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#insert scripts\zm\_zm_utility.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;
#using scripts\zm\_zm_score;

#using scripts\shared\ai\zombie_utility;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
#using scripts\zm\_zm_powerup_weapon_minigun;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;
#using scripts\zm\zm_gladiator_doors;
#using scripts\zm\zm_crusher;
#using scripts\_NSZ\nsz_kino_teleporter;

//#using scripts\shared\ai\margwa;

//*****************************************************************************
// MAIN
//*****************************************************************************
// player IPrintLnBold("DoorL: "+doorL.origin);

function main()
{
level thread intro_credits();
level thread zm_gladiator_doors::main();
level thread zm_crusher::main();
level thread nsz_kino_teleporter::init();
level.random_pandora_box_start = true;
zm_usermap::main();
level._zombie_custom_add_weapons =&custom_add_weapons;


//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
//init_zones[1] = "power_zone";
//init_zones[2] = "basement_zone";
//init_zones[3] = "shop_zone";
//init_zones[4] = "craft_zone";
level thread zm_zonemgr::manage_zones( init_zones );

level.pathdist_type = PATHDIST_ORIGINAL;
//changes starting money
level.player_starting_points = 250;//DEFAULT 250
level thread margie();
}
function usermap_test_zone_init()
{
//level flag::init( "always_on" );
//level flag::set( "always_on" );
zm_zonemgr::add_adjacent_zone("start_zone","power_zone","enter_power_zone");
zm_zonemgr::add_adjacent_zone("start_zone","basement_zone","enter_basement_zone");
zm_zonemgr::add_adjacent_zone("basement_zone","shop_zone","enter_shop_zone");
zm_zonemgr::add_adjacent_zone("start_zone","craft_zone","enter_craft_zone");
}

function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}
function intro_credits()
{
    thread crea_smple_int_hd( "Welcome to the Gladiator Arena", 50, 100, 3, 5 );
    thread crea_smple_int_hd( "Map created by MegaMech", 50, 75, 2, 5 );
    thread crea_smple_int_hd( "https://www.youtube.com/user/InkStudiosVideo", 50, 50, 2, 5 );
}
function margie()
{
//loadAI
//struct = GetEnt("margwa_spawn", "targetname");
//SpawnActor("spawner_zm_zod_margwa", struct.origin, struct.angles, "margone", true, true);
}
function crea_smple_int_hd( text, align_x, align_y, font_scale, fade_time )
{
    hud = NewHudElem();
    hud.foreground = true;
    hud.fontScale = font_scale;
    hud.sort = 1;
    hud.hidewheninmenu = false;
    hud.alignX = "left";
    hud.alignY = "bottom";
    hud.horzAlign = "left";
    hud.vertAlign = "bottom";
    hud.x = align_x;
    hud.y = hud.y - align_y;
    hud.alpha = 1;
    hud SetText( text );
    wait( 8 );
    hud fadeOverTime( fade_time );
    hud.alpha = 0;
    wait( fade_time );
    hud Destroy();
}
6 years ago
Title.
Just curious, too lazy to look it up. Short on time, although this post probably took longer to make.
7 years ago
How do I get a good screenshot of my map?

When I launch the map from mod tools is there a way to activate noclip/flying and disable the UI?
Or is there a way to use the in-game theater mode?
7 years ago
Hello, I want to spawn a Margwa on certain rounds.
below Xylozi mentioned that the AIType needs to be loaded before I can use SpawnActor.
What is the code to load an AIType? I tried just the spawnactor function with a script_struct to provide origin and angle but nothing happened. Does the origin have to be on the ground? Or would that spawn the margwa in the ground?

Is it possible to create a script_struct with a script_noteworthy of margwa_location?

Code Snippet
Plaintext
SpawnActor(<AIType>, <origin>, <angles>, [targetname], [forcespawn], [fullyaware], [spawnerEnt])
For a Margwa you'd pass "spawner_zm_zod_margwa" as the AItype. For a G.I. Unit, you'd pass "spawner_bo3_robot_grunt_assault_mp".

Do be aware the aitype needs to be loaded, so you'll only be able be spawn Margwa in Shadows of Evil since the aitype is not loaded for any other map. You can check which aitypes are loaded by doing /listassetpool 44 in the console.
7 years ago
I want to control when a hud activates/deactives per player. (another function changes i.alpha when triggered)
The problem is if I run i.alpha = 1; it will change everybodies huds.

I know two possible solutions. Dynamic variables or
Code Snippet
Plaintext
players = getplayers();
for players.size {
players[i].hud.alpha = 0; //Any idea if there is an index of 'player' that makes this line of code possible?
}

Dynamic Variable:
This method throws an error. This way should work because each time it creates a new hud object with a new variable.
Anyone know a different method that may work?

Code Snippet
Plaintext
function hud() {
players = getplayers();
level.hud = [];
for (i=0; i<players.size; i++) {
abc = asdf+i;
level.hud[i] = NewClientHudElem(players[i]);//I also tried level.i = NewCli... (This compiled but didn't work.)
level.hud[i].foreground = true;
level.hud[i].fontScale = 1.5;
level.hud[i].fontType = "default"; //etc.
level.i.sort = 1;
level.i.hidewheninmenu = true;
level.i.alignX = "left";
level.i.alignY = "bottom";
level.i.horzAlign = "left";
level.i.vertAlign = "bottom";
level.i.x = 35;
level.i.y -= 125;
level.i.alpha = 1; //eventually be 0
level.i SetText("Stocks: "+level.cash); //Yes, you will be able to collect interest at a 'bank' in my map.
}
}
7 years ago
It would be much appreciated if someone could elaborate what I did wrong.
I used the Pose Manipulator on shadowman. Now I have these errors.

As soon as I manipulate with the pose manipulator I get this error. It seemed to work on a different model.
Running as admin maybe? Or maybe I'm missing .NET framework?

Any ideas?

Code Snippet
Plaintext
ASSERTBEGIN -------------------------------------------------------------------
(parentIndex < i)

K:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe
q:\t7\pc\code\tools\cod2map\posedstaticmodel.cpp:266
ASSERTEND ---------------------------------------------------------------------

ASSERTBEGIN -------------------------------------------------------------------
(&in2 != &out)

K:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe
q:\t7\pc\code\src\universal\com_math.h:931
ASSERTEND ---------------------------------------------------------------------

ASSERTBEGIN -------------------------------------------------------------------
(parentIndex < i)

K:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe
q:\t7\pc\code\tools\cod2map\posedstaticmodel.cpp:266
ASSERTEND ---------------------------------------------------------------------
ASSERTBEGIN -------------------------------------------------------------------
(&in2 != &out)

K:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe
q:\t7\pc\code\src\universal\com_math.h:931
ASSERTEND ---------------------------------------------------------------------
ASSERTBEGIN -------------------------------------------------------------------
(parentIndex < i)

K:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe
q:\t7\pc\code\tools\cod2map\posedstaticmodel.cpp:266
ASSERTEND ---------------------------------------------------------------------
ASSERTBEGIN -------------------------------------------------------------------
(&in2 != &out)

K:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe
q:\t7\pc\code\src\universal\com_math.h:931
ASSERTEND ---------------------------------------------------------------------
7 years ago
If you have seen the movie maze runner. (The first one, not the atrocious second one)
You may have been amazed by... Everything.

Anyway, what if there was a zombies map like a small maze with walls that moved on a timer.
Certain places of the map would open/close as time went on, and getting stuck in a closed off area could mean instant death, or intense danger. Maybe certain areas could have a mini-challenge that might reward the players.

Sounds like a coding paradise, or the biggest coding and zombie pathing nightmare ever.
I don't actual intend to make this, nor ask someone too. Just thought it was a cool idea that I wanted to share.

Thoughts?
7 years ago
I used Wraith to export the shadowman and then used export2bin.exe to import him into Asset Editor.
When I compile/link my map I receieve the "Too many bones in model cannot exceed 255" error.
My guess, is that I have to use Maya to somehow split the model into different pieces or something.
If that is what I need to do, is anyone willing to do that for me if I send them the requires resources?
Then we could release the files so that anyone has easy access to the shadowman.

I do not have Maya.

console log output:
Code Snippet
Plaintext
ERROR: K:\Steam\steamapps\common\Call of Duty Black Ops III\\model_export/..\Wraith\exported_files\black_ops_3\xmodels\c_zom_zod_shadowman_fb\c_zom_zod_shadowman_fb_LOD0.XMODEL_BIN(6): Too many bones in model. Numbones (including bone controllers & bone stabilizers, but excluding cosmetic bones) cannot exceed 255.
... ... ... ...
ERROR: K:\Steam\steamapps\common\Call of Duty Black Ops III\\model_export/..\Wraith\exported_files\black_ops_3\xmodels\c_zom_zod_shadowman_fb\c_zom_zod_shadowman_fb_LOD0.XMODEL_BIN(6): Too many bones in model. Numbones (including bone controllers & bone stabilizers, but excluding cosmetic bones) cannot exceed 255.

^1Could not load mesh '..\Wraith\exported_files\black_ops_3\xmodels\c_zom_zod_shadowman_fb\c_zom_zod_shadowman_fb_LOD0.XMODEL_BIN' for xmodel 'shadowman_fb'
  xmodel:shadowman_fb
    col_map:maps/zm/zm_gladiator.d3dbsp

^1ERROR: 'p7_clipboard_01_wpaper' is not a valid physpreset asset
  physpreset:p7_clipboard_01_wpaper
    xmodel:p7_clipboard_01_wpaper
      col_map:maps/zm/zm_gladiator.d3dbsp

^1bad static model 'shadowman_fb' at (-101 -563 121), using default_static_model
7 years ago
Is it possible to add the shadowman from the Shadows of Evil map?
7 years ago
Does this code look correct to make a brushmodel move.


Code Snippet
Plaintext
doorL = GetEnt(blahblahblah);
vectorarray = [];
vectorarray[1] = 80; vectorarray[2] = 0; vectorarray[3] = 80;
  vector = VectorScale( vectorarray , 1 );

doorL MoveTo( doorL.origin + vector, 10, 10 * 0.25, 10 * 0.25 );
7 years ago
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