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could some one help me with my map, I couldn't load the map

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Created 12 years ago
by gamer9294
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My Custom Zombie Maps:

- Nazi zombie Legion
- City of Hell
- The Abandoned Mine
- The Last Undead House (Finished)

more custom zombie maps coming soon
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Hello everyone,

I got a big problem I'm working on my map "World 2"  (the name at the moment)

WIP topic:
http://ugx-mods.com/forum/index.php?topic=4411.0


the map will be really awesome but sometimes I get strange errors ?


now at the moment when I'm done with compiling my map.  I launch codwaw then I load my map then the next one I start the map and I get the loading screen and you can see then that the loading bar is going to the 100%

and I think around the 99% then it does nothing anymore.   and the codwaw.exe  is crashed and I need to kill the program otherwise I can't do anything on the computer.


now I have it tried more times to play my map but does not working.

I have activated "developer 1"  in console and the "devmap nazi_zombie_my_mapname"

to load my map (starting)  but then sometimes I get the same effect as the previous time or I get an unkown error,  when I'm opening my console then it is on a unkown location ?

it say's that:

nazi_zombie_mapname.gsc

Code Snippet
Plaintext
main()


(the main() the error is)


and sometimes it gives other errors.


I hope that some one could help me with this problem that will be appreciated.


sorry for my bad english.


best regards,
Gamer9294
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  • steviewonder87
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Try launching with dev 1 on, and then logfile 2, it should make a txt file in your mod folder which should give more info as to why it's crashing.
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Try launching with dev 1 on, and then logfile 2, it should make a txt file in your mod folder which should give more info as to why it's crashing.

thank you for super quickly reply, I will check it out :)


best regards,
Gamer9294

Double Post Merge: December 07, 2014, 04:28:02 pm
okay I have it tested but I have one question where can I find the logfile ?

because the same effect that my game crashed at the last moment and does nothing.


best regards,
Gamer9294
Last Edit: December 07, 2014, 04:28:02 pm by gamer9294
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Try launching with dev 1 on, and then logfile 2, it should make a txt file in your mod folder which should give more info as to why it's crashing.
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ah sorry guys,  I was on the wrong location xD

I was searching in the appdata/activision/codwaw/mods/mapname/

but it is in the root/mods/mapname/



okay I found it and there are alot of lines writed on it

there are 5508 lines... ? :(


okay I'm going to the last line that is the recent line what I think ?


there are some errors that I think why does that error comes ?


here are the last few lines about the error (I have nothing changed in that files where the error takes) :


Code Snippet
Plaintext
      //... alots of dvars here before... but otherwise it takes to long for here.
      dvar set bg_shock_lookControl_fadeTime 2
      dvar set bg_shock_movement 1
molotov: WEAPON_SMOKE
zombie_cymbal_monkey: PATCH_ZOMBIE_MONKEY
mine_bouncing_betty: WEAPON_BETTY
script runtime warning: potential infinite loop in script.
(file 'maps/_utility.gsc', line 1668)
    for( i = 0; i < array.size; i ++ )
    *
script runtime warning: potential infinite loop in script.
(file 'maps/_zombiemode_weapons.gsc', line 487)
  while ( 1 )
  *
script runtime warning: potential infinite loop in script.
(file 'maps/_zombiemode_weapons.gsc', line 487)
  while ( 1 )
  *
script runtime warning: potential infinite loop in script.
(file 'maps/_zombiemode_weapons.gsc', line 487)
  while ( 1 )
  *
script runtime warning: potential infinite loop in script.
(file 'maps/_utility.gsc', line 1668)
    for( i = 0; i < array.size; i ++ )
    *



if someone need more lines or the full txt file to see then no problem then I can change it.


I hope that this can be fixed ?


on the last error what you can see then my codwaw.exe freeze and on the taskmanager it say's not responding ?


best regards,
Gamer9294
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  • steviewonder87
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Have you checked those 2 lines then (line 1668 in _utility.gsc and 487 in _zombiemode_weapons.gsc?) Did you edit them recently?
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Have you checked those 2 lines then (line 1668 in _utility.gsc and 487 in _zombiemode_weapons.gsc?) Did you edit them recently?

edit ?  nope

if I edit the files then I copied first to my mods > mapname folder 

but I have never edited these file:   _utility.gsc

and the _zombiemode_weapons.gsc  is only edited on other function for the  Bam's mod perks (bo1 perks) have I added.


but here is the code for the _utility.gsc  where it say's the error:

Code Snippet
Plaintext

array_randomize( array )
{
    for( i = 0; i < array.size; i ++ )
    {
        j = RandomInt( array.size );
        temp = array[ i ];
        array[ i ] = array[ j ];
        array[ j ] = temp;
    }
    return array;
}


that is the whole function from that.


and here is the _zombiemode_weapons.gsc code for where it says about that error:   (I use the one in the Raw/maps/.... )


Code Snippet
Plaintext


treasure_chest_init()
{
flag_init("moving_chest_enabled");
flag_init("moving_chest_now");


level.chests = GetEntArray( "treasure_chest_use", "targetname" );

if (level.chests.size > 1)
{

flag_set("moving_chest_enabled");

while ( 1 )
{
level.chests = array_randomize(level.chests);

if( isdefined( level.random_pandora_box_start ) )
break;
   
if ( !IsDefined( level.chests[0].script_noteworthy ) || ( level.chests[0].script_noteworthy != "start_chest" ) )
{
break;
}

}

level.chest_index = 0;

while(level.chest_index < level.chests.size)
{

if( isdefined( level.random_pandora_box_start ) )
break;

            if(level.chests[level.chest_index].script_noteworthy == "start_chest")
            {
                 break;
            }
           
            level.chest_index++;     
      }

//init time chest accessed amount.

if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed = 0;
}

if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = (-90, 0, 0);
level.pandora_light SetModel( "tag_origin" );
//playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}

//determine magic box starting location at random or normal
thread init_starting_chest_location();

}

array_thread( level.chests, ::treasure_chest_think );

}



and here,  I think it is the same but maybe I have not seen yet ?  (this is one from mods/mapname/maps/.... )

Code Snippet
Plaintext

treasure_chest_init()
{
flag_init("moving_chest_enabled");
flag_init("moving_chest_now");


level.chests = GetEntArray( "treasure_chest_use", "targetname" );

if (level.chests.size > 1)
{

flag_set("moving_chest_enabled");

while ( 1 )
{
level.chests = array_randomize(level.chests);

if( isdefined( level.random_pandora_box_start ) )
break;
   
if ( !IsDefined( level.chests[0].script_noteworthy ) || ( level.chests[0].script_noteworthy != "start_chest" ) )
{
break;
}

}

level.chest_index = 0;

while(level.chest_index < level.chests.size)
{

if( isdefined( level.random_pandora_box_start ) )
break;

            if(level.chests[level.chest_index].script_noteworthy == "start_chest")
            {
                 break;
            }
           
            level.chest_index++;     
      }

//init time chest accessed amount.

if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed = 0;
}

if(isDefined(level.DLC3.usePandoraBoxLight) && level.DLC3.usePandoraBoxLight)
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = anchorTarget.angles + (-90, 0, 0);
//temp_fx_origin rotateto((-90, (box_origin.angles[1] * -1), 0), 0.05);
level.pandora_light SetModel( "tag_origin" );
playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}
// DCS: we need a smaller light in the catacombs for paris, the generic one fills the area under the tower.
else if(level.script == "nazi_zombie_paris")
{
// Anchor target will grab the weapon spawn point inside the box, so the fx will be centered on it too
anchor = GetEnt(level.chests[level.chest_index].target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

level.pandora_light = Spawn( "script_model", anchorTarget.origin );
level.pandora_light.angles = (-90, 0, 0);
level.pandora_light SetModel( "tag_origin" );
//playfxontag(level._effect["lght_marker"], level.pandora_light, "tag_origin");
}

//determine magic box starting location at random or normal
thread init_starting_chest_location();

}

array_thread( level.chests, ::treasure_chest_think );

}



best regards,
Gamer9294
Marked as best answer by gamer9294 12 years ago
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from what i understand it's prob something with your box-locations. Check all triggers in your map with:

Code Snippet
Plaintext
treasure_chest_use - targetname

check for the correct kvp's etc.
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from what i understand it's prob something with your box-locations. Check all triggers in your map with:

Code Snippet
Plaintext
treasure_chest_use - targetname

check for the correct kvp's etc.


okay thank you,  I will check it out and you will hear it from me :)


best regards,
Gamer9294

Double Post Merge: December 07, 2014, 07:37:00 pm
Quote

from what i understand it's prob something with your box-locations. Check all triggers in your map with:

Code: [Select]

treasure_chest_use - targetname


check for the correct kvp's etc.



yes I found the problem,

I checked every treasure chest,  and when I check the kvp's in the entity box I have seen that the

script_noteworthy -  start_chest

the same kvp on all chests and that let me the map crashing xD


but I have it fixed now and my map is working again :)



Thank you all guys for helping me with the problem without you guys I think that I'm after 7 day's later the same problem have and not solved xD hahah


thanks again :)


best regards,
Gamer9294
Last Edit: December 07, 2014, 07:37:00 pm by gamer9294

 
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