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Box doesn't move

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Created 9 years ago
by Soy-Yo
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I used the Sniperbolt's mystery box prefabs in my map and I thought the were going to work well so I didn't test them at all. And yesterday I saw in a video that when the teddy bear appears, the box disappears and then appears at the same spot.
How can I fix it?
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I used the Sniperbolt's mystery box prefabs in my map and I thought the were going to work well so I didn't test them at all. And yesterday I saw in a video that when the teddy bear appears, the box disappears and then appears at the same spot.
How can I fix it?

Did you follow any tuts when you added more than one box, if you added more than one box? have you edited any scripts to do with boxArray?

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Well, I followed a tutorial that explained how to add a box, and it said I had to add the six of them. So that was what I did. I made sure not to repeat any box and I haven't edited any of the scripts with the boxes. I think you refer to this, right?
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	// 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;
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its been forever since I did that tut, lol. You have a link to the specific one so I can reivew it? Do you have all those boxes in your map properly named with the kvps? did you try it with just the start box and on chest1 prefabs and code?

Code Snippet
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	// 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;
Last Edit: September 03, 2015, 11:44:46 pm by MakeCents
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I used this tutorial: https://www.youtube.com/watch?v=dakxCDKVFXc (from 4:00).
I think he doesn't do anything special.

I opened some of the files in Radiant and they have the script_noteworthy - chest(X) KVPs so this shouldn't be the problem.

And I've just tried with the start_chest and chest1 only and I'm having the same problem.

Also I forgot to say I noticed that there is no blue light on the box.  ???
Marked as best answer by Soy-Yo 9 years ago
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In Zombiemode_spawner weapons . gsc search for lines nazi_zombie_factory. There are 4 lines I think add nazi_zombie_yourmap name to the end of thode lines. Worked perfectly for me :)
Last Edit: September 04, 2015, 11:38:04 am by pcmodder
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I don't know which file you mean, but I searched in ..._spawner and ..._weapons. In weapons I found about 8 matches that says...
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if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_coast")
...and similar things.

I added...
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|| level.script == "Castle"
...(or similar) to all of them, but I doesn't seem to do anything. The box continues appearing at the same spot again. :(
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I used this tutorial: http://www.youtube.com/watch?
I couldn't watch that, lol.

Do you have in your init function:

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level.box_moved = false;

if your zombiemode weapons gsc?

If you do, change it to true, if it is true, can I take a look at your weapons.gsc. And also, which script placer did you use and are you using default scripts?

Edit: Mine is false and it works, but I found someone else say that worked for them. I am looking over my script now. What about this in your mapname gsc?
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	level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
Last Edit: September 04, 2015, 12:57:02 pm by MakeCents
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Do you have in your init function:

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level.box_moved = false;
Mine was false so I changed it to true and nothing happened.

And also, which script placer did you use and are you using default scripts?
I'm using UGX Script Placer 2.0.1. I changed the zombiemode_weapons.gsc I think for Mule Kick and maybe other perk.

What about this in your mapname gsc?
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	level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
Everything true too.

can I take a look at your weapons.gsc
Of course:
Spoiler: click to open...
Just click select and copy it:
EDIT: I upload it to MEGA better.
https://mega.nz/#!uJNQ2ZxY!54XKU25O3Q-tMx6lqil0MA2HkgC5S1k6CtmlZvUGkzA
Last Edit: September 04, 2015, 01:38:39 pm by Soy-Yo
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In the weapons ( sorry i said spawner before ) there are 4 lines that say

 
Code Snippet
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if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory"|| level.script == "nazi_zombie_YOURMANPNAME") && level.box_moved == true && isDefined(level.pulls_since_last_ray_gun) )

It was a while ago i had to do this but i am sure it should fix your box not moving problem.
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Yeah, if you have that ^, then we have different zombiemode_weapons gsc's. I've noticed this before, and I am not sure why. I wouldn't think a script placer would modify raw files, but maybe they do. Not sure which of us have the modified file, lol. I'd love to know if someone knows.
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I added my map's name to all of them:
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if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_coast" || level.script == "Castle")

if(isDefined(level.script) && (level.script != "nazi_zombie_sumpf") && (level.script != "nazi_zombie_factory") && (level.script != "nazi_zombie_coast") && (level.script != "Castle") )

if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "Castle") && level.box_moved == true && isDefined(level.pulls_since_last_ray_gun) )

if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "Castle") && isDefined(level.pulls_since_last_tesla_gun) )

if( level.script == "nazi_zombie_asylum" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_paris" || level.script == "nazi_zombie_coast" || level.script == "nazi_zombie_theater" || level.script == "Castle")

if( isDefined( level.script ) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "Castle") )

if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "Castle") )

if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "Castle") )

I have 8 like them, instead of 4. I don't know why. ???
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In weapons for me using the UGX 2.0 cript placer.

Code Snippet
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if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_coast"|| level.script == "nazi_zombie_YOURMAPNANE")

Some lines look like that but without the ray gun stuff on the end too. I searched for all nazi_zombie_factory and added

Code Snippet
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|| level.script == "nazi_zombie_YOURMAPNAME")

to the end of it. Hope this makes sense as i had this problem and found this solution on a different post ages ago :)
Last Edit: September 04, 2015, 01:56:21 pm by pcmodder
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Hope this makes sense as i had this problem and found this solution on a different post ages ago :)
I think I made what you say but somehow it isn't working for me. :(

MakeCents, can you send me (or post here) your _zombiemode_weapons.gsc default file? So I can use yours and maybe it works. I mean the one in raw/maps and if you don't mind, of course.
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I think I made what you say but somehow it isn't working for me. :(

MakeCents, can you send me (or post here) your _zombiemode_weapons.gsc default file? So I can use yours and maybe it works. I mean the one in raw/maps and if you don't mind, of course.

Sure, I don't have it on me, I just have my map specific one (HEAVILY modified), if you don't get one by tonight, I'll send it to ya, or post it here.
Last Edit: September 04, 2015, 03:51:52 pm by MakeCents

 
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