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400 FX When I just started

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Created 8 years ago
by HDKenny
0 Members and 1 Guest are viewing this topic.
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Maps:
nazi_zombie_HDKenny: http://ugx-mods.com/forum/index.php?topic=2481.0
DefendTheBunker: http://ugx-mods.com/forum/index.php?topic=2502.0
DefendTheBunker2: 0% (just an idea :P )
Zombie Hill: 5%
*Not yet named*: 90%
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Like big surprise right??? I used the UGX script placer, made a small map to see if I still know how to do everything because I was taking a break and guess what!?!?!? I didnt touch anything with FX but I still managed to get this error! In the script placer I enabled rain and Easy-FX but i thought that maybe they caused it but nahhh, i've completely commented out every single thing to do with FX in the GSCs that are in my map. Its been more than a year and I have a new computer so maybe its a simple fix that I did on my old computer or maybe my computer is just a cock sucker, which im guessing its that... anyway here is the map GSC:
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{

level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_elfa_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_elfa_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = "ELFA";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = false;

// Mixed Rounds
level.DLC3.useMixedRounds = false;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = false;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
//maps\ugx_weather_handle::init();
//maps\ugx_easy_fx::fx_setup();
maps\_zombiemode::main();
//level thread maps\ugx_easy_fx::fx_start();
//thread maps\ugx_weather_handle::think();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}

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don't forget to comment out FX in "rootfolder/zone_source". First do nazi_zombie_MAPNAME.gsc and if there are still 400 fx, go into zombiemode.gsc and comment out FX in there. Comment out unecessary/unused ones.

Here's an example of my riser FX in zombiemode.gsc in zone_source:

Spoiler: click to open...
// rise fx
fx,maps/mp_maps/fx_mp_zombie_hand_dirt_burst
//fx,maps/mp_maps/fx_mp_zombie_body_dirt_billowing
//fx,maps/mp_maps/fx_mp_zombie_body_dust_falling
//fx,maps/zombie/fx_zombie_body_wtr_burst
//fx,maps/zombie/fx_zombie_body_wtr_billowing
//fx,maps/zombie/fx_zombie_body_wtr_falling

(Don't forget to "//" to comment them out!
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OnionmanVere Bo21
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Aye mate you don't know me so y don't you shut tf up ok buddy :)

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If you ticked easy_fx that loads in enough FX to put you over the limit, just comment ones you're not using.

I recommend using DUKIP's launcher, it'll display asset counts including FX.
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If you ticked easy_fx that loads in enough FX to put you over the limit, just comment ones you're not using.

I recommend using DUKIP's launcher, it'll display asset counts including FX.
Do you have a link to that launcher? I can't seem to find a download anywhere.. But I figured it'd be that, its just I haven't done any modding in a very long time so I'm a bit rusty on where the FX are being loaded

Double Post Merge: March 19, 2016, 07:24:42 pm
don't forget to comment out FX in "rootfolder/zone_source". First do nazi_zombie_MAPNAME.gsc and if there are still 400 fx, go into zombiemode.gsc and comment out FX in there. Comment out unecessary/unused ones.

Here's an example of my riser FX in zombiemode.gsc in zone_source:

Spoiler: click to open...
// rise fx
fx,maps/mp_maps/fx_mp_zombie_hand_dirt_burst
//fx,maps/mp_maps/fx_mp_zombie_body_dirt_billowing
//fx,maps/mp_maps/fx_mp_zombie_body_dust_falling
//fx,maps/zombie/fx_zombie_body_wtr_burst
//fx,maps/zombie/fx_zombie_body_wtr_billowing
//fx,maps/zombie/fx_zombie_body_wtr_falling

(Don't forget to "//" to comment them out!
Thank you I forgot about zone_source! I'm gonna try this out now.
Last Edit: March 19, 2016, 07:24:42 pm by HDKenny
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OnionmanVere Bo21
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Do you have a link to that launcher? I can't seem to find a download anywhere.. But I figured it'd be that, its just I haven't done any modding in a very long time so I'm a bit rusty on where the FX are being loaded

Double Post Merge: March 19, 2016, 07:24:42 pm
Thank you I forgot about zone_source! I'm gonna try this out now.

http://ugx-mods.com/forum/index.php/topic,10245.0.html

btw commenting out FX from gsc files does nothing to affect how much FX is loaded into fast files. :P
Marked as best answer by HDKenny 8 years ago
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http://ugx-mods.com/forum/index.php/topic,10245.0.html

btw commenting out FX from gsc files does nothing to affect how much FX is loaded into fast files. :P
Thanks man :) but i forgot all that stuff, its been a year! Plus I never really fully understood FX.. But now I'm just trying to generate a new mod and just use that map, and if that doesn't work, then I'll just try again next week lol

UPDATE: I got it working with just making a new mod...
Last Edit: March 19, 2016, 07:43:35 pm by HDKenny

 
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