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Box doesn't move

HOT
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Created 10 years ago
by Soy-Yo
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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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Scobalula's Groups
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One from my raw\maps, not modified:

http://paste.md-5.net/povovikuwi.m
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One from my raw\maps, not modified:

http://paste.md-5.net/povovikuwi.m

Nice.

This line in that one:
Code Snippet
Plaintext
if(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" || level.script == "nazi_zombie_coast")

In mine is just:
Code Snippet
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if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)

and this line:
Code Snippet
Plaintext
if(isDefined(level.script) && (level.script != "nazi_zombie_sumpf") && (level.script != "nazi_zombie_factory") && (level.script != "nazi_zombie_coast") )

on mine is:
Code Snippet
Plaintext
if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight != true )

I don't know if I changed those or what, lol.
Last Edit: September 04, 2015, 04:18:49 pm by MakeCents
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LOL. It has no sense. My original file is the same as Scobalula's. I'm going to test it with the original file and if the game doesn't break (because of Mule Kick) and the box works the problem must be on the modified file. If it still doesn't work I'm just going to cry. :'(

EDIT: I've just seen your post, MakeCents. I'll try with your lines too.
Last Edit: September 04, 2015, 04:23:39 pm by Soy-Yo
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LOL. It has no sense. My original file is the same as Scobalula's. I'm going to test it with the original file and if the game doesn't break (because of Mule Kick) and the box works the problem must be on the modified file. If it still doesn't work I'm just going to cry. :'(

Lol, it will be okay. What modified file? What mule kick? Who's perks? It prob won't work with original file, cause those two lines I posted. If you don't add your map name to the || condition or replace it with my thing, then it will still not work. I would also try making a test map and seeing if you maybe copied something or duplicated a kvp somehow or something like that.

Edit: I have more lines that are edited, so I am pretty sure I didn't do this, lol. But those seem to be the ones that would not play the light on the chest or let it move. And lines 988*1063 are commented out in mine, lol. All kinds of changes. I'm using UGX script placer v1.1
Last Edit: September 04, 2015, 04:30:14 pm by MakeCents
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With modified file I meant the one I have in modsname/maps.
I had to edit it to add Mule Kick to my map I think.
They were bam's perks.
The game worked with the original file and with these two lines changed but the box continued at the same spot.
I tested in my test map but I'm having the same problem, so I don't know what can it be.
pcmodder has just send me other prefabs and I will try them tonight (thank you). I hope they work.

Double Post Merge: September 04, 2015, 08:11:39 pm
I'm starting to think I have some other wrong file. It doesn't matter what I do, but the box won't move. The other prefabs didn't work so the problem must be in the code.
Last Edit: September 04, 2015, 08:11:39 pm by Soy-Yo
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Hmm, well it is confusing. Here is my weapons gsc, I still don't know why it is different then everyone elses. I also made some modifications to it. I marked where I did with my name, so it can be removed if wanted.
Edit, wrong file:
http://hastebin.com/ewegageweq.m

I struggled a lot when i started so who knows how this happened.

You are prob right about the other issue though. Not sure what it would be according to my script. If those vars are set to true, it should work.
Code Snippet
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	level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

Unless I am missing something.
Last Edit: September 05, 2015, 02:00:45 am by MakeCents
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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I had this, completely reinstalled mod tools to fix it in the end

and i think someone sent me a file for RAW but i cant remember which, most likely _zombeimode_weapons.gsc

Had this issue for over 6 months, i know the pain lol
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Check treasure_chest_move(lid) in zombiemode weapons.gsc and add your map to the if statement with "level.chest_index++;
make sure you have more than 1 zone.
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ALMOST FIXED !!  ;D ;D ;D
Check treasure_chest_move(lid) in zombiemode weapons.gsc and add your map to the if statement with "level.chest_index++;
make sure you have more than 1 zone.
I had my map name already there:
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Plaintext
if(blah blah blah || level.script == "nazi_zombie_theater" || level.script == "Castle")
{
level.chest_index++;
But I've just checked and it never got into the IF.
So this fixed a part of my problem:
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//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")
//{
level.chest_index++;

/* while(level.chests[level.chest_index].origin == level.chests[old_chest_index].origin)
{
level.chest_index++;
}*/

if (level.chest_index >= level.chests.size)
{
//PI CHANGE - this way the chests won't move in the same order the second time around
temp_chest_name = level.chests[level.chest_index - 1].script_noteworthy;
level.chest_index = 0;
level.chests = array_randomize(level.chests);
//in case it happens to randomize in such a way that the chest_index now points to the same location
// JMA - want to avoid an infinite loop, so we use an if statement
if (temp_chest_name == level.chests[level.chest_index].script_noteworthy)
{
level.chest_index++;
}
//END PI CHANGE
}

//verify_chest_is_open();
wait(0.01);

//}
Now the box moves :D, but there's no light (I don't care about it now lol) and yesterday I must have changed something in the code because the sound that's played when the box appears keeps sounding in a loop.

EDIT: lol never mind. :D The sound only keeps playing when I'm in noclip mode. So now the only problem is the light. I'll try to fix it and if I can't, it's going to stay like this.

Thank you all guys very much for all your help.
Last Edit: September 05, 2015, 10:40:03 am by Soy-Yo
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if you no clip through walls, fx is disabled until you restart
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if you no clip through walls, fx is disabled until you restart
That's true lol. But I had to comment a few other lines for this to work. And now with the light I have a texture problem I had had before and I couldn't fix.

I opened a topic before for this but I don't know how to fix it.
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That's true lol. But I had to comment a few other lines for this to work. And now with the light I have a texture problem I had had before and I couldn't fix.
(Image removed from quote.)
I opened a topic before for this but I don't know how to fix it.

Is texture behind box blend texture? You can see in Radiant, if the material name as _blend at end
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1.- Sorry for making this topic last so long, but it's been my bad all the time... When I created my map I named it "Castle", so I thought this was the name for "level.script". But it is "castle". I changed it instead of commenting the lines and now is working like when I commented.
2.-
Is texture behind box blend texture? You can see in Radiant, if the material name as _blend at end
No. It's a custom texture and it has Replace on blendFunc. I know I have to change something in the AssetManager but I don't know what it is.
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looks blend to me too
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Textures are transparent only when there's an fx in front of them, like the dust when a zombie spawns or the light of the box. I tried it with blend instead of replace and the textures were transparent always.

 
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