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.
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 ?
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");
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");