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Generators error plz help

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Created 11 years ago
by jm-390
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I followed this tut to add Origins Generators on my map
http://ugx-mods.com/forum/index.php?topic=2929.msg29503#msg29503

first time it work perfectly and work as the image show :



but after I changed  some stuff in my map and re-compiled my map

I have 2 (Generator 3) i mean when i active (Generator 2) it work as (Generator 3) I hope to be clear

this is the bam_bo_mod_generators_system.gsc whic located in

C:\Users\AppData\Local\Activision\CoDWaW\mods\nazi_zombie_death_forest\origins_generators.iwd\maps\bam_bo_mod_generators_system.gsc


Code Snippet
Plaintext
#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_net;

/*
The script is part of the BamMod Project for Next Level Mods and may not be redistributed without personally contacting me. thank you!
*/

generators_init()
{

precacheShader("generator_waypoint");

level.generator_cost = 200;
level.generator_charge_time = 10;
level.samplingTime = .05;
level.bar_width_generator = 120;
level.generatorCaptureRadius = 256;
level.generatorSpawnGrabRange = 300;
level.fluidDropHeight = 64;
level.fluidRisen = 0;

level.generator_fluid_array = getEntArray("generator_fluid","targetname");
level.generator_piston_array = getEntArray("piston","targetname");
level.generator_origins_array = getEntArray("generator_origin","targetname");

for(i=0;i<level.generator_fluid_array.size;i++)
{
level.generator_fluid_array[i] moveZ(-1 * level.fluidDropHeight,.1);
level.generator_fluid_array[i] thread spin();
}

level.interupted_isplaying = false;

precachemodel("bo2_c_zom_tomb_crusader_headz");
precachemodel("bo2_c_zom_tomb_crusader_body_zc");

precachemodel("bo1_c_viet_zombie_napalm");
precachemodel("bo1_c_viet_zombie_napalm_head");



level.Crusaders = [];
level.crusaderSpawns = getEntArray("generator_spawners","targetname");

level.generatorIsConverting = false;

level.vending_machines_gen = getEntArray("zombie_vending","targetname");

for(i=0;i<level.vending_machines_gen.size;i++)
level.vending_machines_gen[i].isTaken = false;

level.gen_debug = true;

level.generator_triggers = getEntArray("generator_trigger","targetname");

level.gen_goal = level.generator_triggers.size;
level.gen_goal_progress = 0;

array_thread(level.generator_triggers , ::generator_startup_think);

for(i=0;i<level.generator_triggers.size;i++)
level.generator_triggers[i] thread get_favorite_machine();

for(i=0;i<level.generator_triggers.size;i++)
level.generator_triggers[i] thread get_nearby_spawns();

power_trig_turn_off = getEnt("use_power_switch","targetname");

power_trig_turn_off_handle = getEnt("power_switch","targetname");

//thread delete_power(power_trig_turn_off,power_trig_turn_off_handle);

level.generator_ground = getEntArray("gen_ground_pieces","targetname");
level.generator_arms = getEntArray("gen_arms","targetname");
level.gen_main = getEntArray("gen_main","targetname");

precachemodel("bo2_p6_zm_tm_generator_stand_robot");
precachemodel("bo2_p6_zm_tm_generator_arm");
precachemodel("bo2_p6_zm_tm_generator_pump");

level.generator_ground arraySetModel("bo2_p6_zm_tm_generator_stand_robot");
level.generator_arms arraySetModel("bo2_p6_zm_tm_generator_arm");
level.gen_main arraySetModel("bo2_p6_zm_tm_generator_pump");


}

arraySetModel(model)
{
for(i=0;i<self.size;i++)
self[i] setModel(model);
}

delete_power(obj1,obj2)
{
wait 1;
obj1 delete();
obj2 delete();
}

get_nearby_spawns()
{

self.nearbyCrusaderSpawners = [];

for(i=0;i<level.crusaderSpawns.size;i++)
{
if(distance(self.origin,level.crusaderSpawns[i].origin) < level.generatorSpawnGrabRange)
self.nearbyCrusaderSpawners[self.nearbyCrusaderSpawners.size] = level.crusaderSpawns[i];
}

}

get_favorite_machine()
{

closest_distance = 10000000;

for(i=0;i<level.vending_machines_gen.size;i++)
{

if((distance(self.origin,level.vending_machines_gen[i].origin) < closest_distance) && !level.vending_machines_gen[i].isTaken)
{
self.favorite_machine = level.vending_machines_gen[i].script_string;
closest_distance = distance(self.origin,level.vending_machines_gen[i].origin);
}

}

self.favorite_machine.isTaken = true;

}

debug_converter()
{
while(1)
{

for(i=0;i<level.generator_triggers.size;i++)
{
self iprintln("converter debugger");
self iprintln("favorite machine: " + level.generator_triggers[i].favorite_machine);
self iprintln("perk_string: " + level.vending_machines_gen[i].script_string);
}

wait 1;

}
}

generator_startup_think()
{

self.isOffline = true;

self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();

while(self.isOffline)
{

self SetHintString("Press and Hold &&1 to power area using 115 generator [Cost: " + level.generator_cost + "]");

self waittill("trigger",user);

if(!level.generatorIsConverting && user.score >= level.generator_cost)
{

//user thread debug_converter();

user maps\_zombiemode_score::minus_to_player_score(level.generator_cost);

user playsound("conversion_seq_start");

self SetHintString("");

self.timePassedGenerator = 0;
self.Progess = 0;

user.generatorProgressBar = user maps\_hud_util::createPrimaryProgressBar();

self.generator_waypoint_model = spawn( "script_model",self.origin);
self.generator_waypoint_model setModel( "tag_origin" );

self.generator_waypoint_model.generator_waypoint = newHudElem();
self.generator_waypoint_model.generator_waypoint setShader("generator_waypoint",64,64);
self.generator_waypoint_model.generator_waypoint setWaypoint( true,"generator_waypoint");
self.generator_waypoint_model.generator_waypoint SetTargetEnt(self.generator_waypoint_model);

generator_id = maps\_hud_util::createFontString("default", 3.0);
generator_id maps\_hud_util::setPoint( "CENTER", undefined, 0, 80 );
generator_id settext(self getGeneratorNum() + 1);

while((self.timePassedGenerator < level.generator_charge_time)&& self.Progess > -1)
{

players = get_players();

self.generator_progress = level.bar_width_generator*(self.timePassedGenerator/level.generator_charge_time);

self.playersNear = false;

for(i=0;i<players.size;i++)
{
if(distance(players[i].origin,self.origin) < level.generatorCaptureRadius)
self.playersNear = true;
}

if(int(self.generator_progress) > 1)
{
if(self.playersNear)
{
self.timePassedGenerator += level.samplingTime;
user.generatorProgressBar.bar setShader(user.generatorProgressBar.bar.shader, int(self.generator_progress) , user.generatorProgressBar.height );
user.generatorProgressBar.bar.color = (0.117647, 0.564706, 1);

for(i=0;i<level.generator_fluid_array.size;i++)
if(distance(self.origin,level.generator_fluid_array[i].origin)<500)
{

if(!isDefined(level.generator_fluid_array[i].rise_amount))
level.generator_fluid_array[i].rise_amount = 0;

//if(level.generator_fluid_array[i].rise_amount >= 0)
{
if(distance(self.origin,level.generator_fluid_array[i].origin)<500)
{
level.generator_fluid_array[i] moveZ(level.fluidDropHeight/(level.generator_charge_time/level.samplingTime),level.samplingTime);
level.generator_fluid_array[i].rise_amount++;
}
}

}

self.Progess += level.samplingTime;

}
else
{
self.timePassedGenerator -= level.samplingTime;
user.generatorProgressBar.bar setShader(user.generatorProgressBar.bar.shader, int(self.generator_progress) , user.generatorProgressBar.height );
user.generatorProgressBar.bar.color = (1, 0, 0);

if(!level.interupted_isplaying)
{
user playsound("conversion_seq_interupted");
level.interupted_isplaying = true;
thread turn_on_inter_sound();
}

for(i=0;i<level.generator_fluid_array.size;i++)
if(distance(self.origin,level.generator_fluid_array[i].origin)<500)
{

if(!isDefined(level.generator_fluid_array[i].rise_amount))
level.generator_fluid_array[i].rise_amount = 0;

if(level.generator_fluid_array[i].rise_amount >= 0)
{
if(distance(self.origin,level.generator_fluid_array[i].origin)<500)
{
level.generator_fluid_array[i] moveZ(-1 * level.fluidDropHeight/(level.generator_charge_time/level.samplingTime),level.samplingTime);
level.generator_fluid_array[i].rise_amount--;
}
}

}

self.Progess -= level.samplingTime;

}
}
else
self.timePassedGenerator += level.samplingTime;


if(randomint(100) < 10 && get_num_crusaders() < 6)
{
//user iprintln("num crusaders: " + self.nearbyCrusaderSpawners.size);
zombie = spawn_zombie(self.nearbyCrusaderSpawners[randomint(self.nearbyCrusaderSpawners.size)]);
zombie.team = "axis";
zombie.isCrusader = true;
zombie thread makeCrusader();
zombie thread  cherry_play_death_fx();
}

wait level.samplingTime;

}

if(self.timePassedGenerator >= level.generator_charge_time)
{

kill_crusaders();

self.isOffline = false;

if(level.gen_debug)
//user iprintln("generator_charged");

//user iprintln(self);

user playsound("conversion_seq_end");

user maps\_zombiemode_score::add_to_player_score(level.generator_cost);

turn_on_diesel_vending(self.favorite_machine);

for(i=0;i<level.generator_piston_array.size;i++)
{
if(distance(self.origin,level.generator_piston_array[i].origin) < 128)
level.generator_piston_array[i] thread pump();
}


for(i=0;i<level.generator_origins_array.size;i++)
{

if(distance(self.origin,level.generator_origins_array[i].origin) < 128)
{
level.generator_origins_array[i].tag_origin = spawn("script_model",level.generator_origins_array[i].origin);
level.generator_origins_array[i].tag_origin setmodel("tag_origin");
level.generator_origins_array[i].tag_origin.angles = level.generator_origins_array[i].angles;
playfxontag(level._effect["converter_finish"],level.generator_origins_array[i].tag_origin, "tag_origin");

wait 1;

level.generator_origins_array[i].tag_origin delete();
}
}



}
else
{
user playsound("conversion_seq_fail_" + (self getGeneratorNum() + 1));
}

user.generatorProgressBar maps\_hud_util::destroyElem();
user.generatorProgressBar destroy();

generator_id destroy();

self.generator_waypoint_model.generator_waypoint destroy();
self.generator_waypoint_model delete();

self thread play_success(user);

}

wait .01;

}
}

play_success(user)
{
if(!self.isOffline)
{
wait 3;
user playsound("conversion_seq_end_" + (self getGeneratorNum() + 1));
}
}

getGeneratorNum()
{

genNum = 0;

switch(self.favorite_machine)
{
case "revive_perk":
genNum = 0;
break;

case "jugg_perk":
genNum = 1;
break;

case "tap_perk":
genNum = 2;
break;

case "speedcola_perk":
genNum = 3;
break;
}

return genNum;

}




pump()
{

while(1)
{

self moveZ(64,.25,.125,.125);
wait .5;
self moveZ(-64,.25,.125,.125);
wait .5;

}

}

spin()
{

while(1)
{

//self rotateYaw(360,2);
wait 2;

}

}

turn_on_inter_sound()
{

wait 5;

level.interupted_isplaying = false;

}

get_num_crusaders()
{

zombies = GetAiArray( "axis" );

num_crusaders = 0;

for(i=0;i<zombies.size;i++)
{
if(isDefined(zombies[i].isCrusader))
num_crusaders++;
}

return num_crusaders;

}

kill_crusaders()
{

zombies = GetAiArray( "axis" );

for(i=0;i<zombies.size;i++)
{
if(isDefined(zombies[i].isCrusader))
{
zombies[i].fx_eye_glow delete();
zombies[i] DoDamage( zombies[i].health + 666, zombies[i].origin );
zombies[i].fx_eye_glow delete();
zombies[i] thread maps\_zombiemode_spawner::zombie_eye_glow_stop();
}
}

}

turn_on_diesel_vending(diesel_perk_select)
{

if(isDefined(level.usesDiesel) || level.usesDiesel == true)
{
if(diesel_perk_select == "jugg_perk")
level thread turn_jugger_on();
if(diesel_perk_select == "tap_perk")
level thread turn_doubletap_on();
if(diesel_perk_select == "speedcola_perk")
level thread turn_sleight_on();
if(diesel_perk_select == "revive_perk")
level thread turn_revive_on();

level.gen_goal_progress++;
}

if(level.gen_goal_progress == level.gen_goal)
thread maps\dlc3_code::power_electric_switch_on();

}










turn_sleight_on()
{
machine = getentarray("vending_sleight", "targetname");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_sleight_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "sleight_light" );
}

level notify( "specialty_fastreload_power_on" );
}

turn_revive_on()
{
machine = getentarray("vending_revive", "targetname");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_revive_on");
machine[i] playsound("perks_power_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] thread perk_fx( "revive_light" );
}

level notify( "specialty_quickrevive_power_on" );


}

turn_jugger_on()
{
machine = getentarray("vending_jugg", "targetname");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_jugg_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "jugger_light" );

}
level notify( "specialty_armorvest_power_on" );

}

turn_doubletap_on()
{
machine = getentarray("vending_doubletap", "targetname");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_doubletap_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "doubletap_light" );
}
level notify( "specialty_rof_power_on" );
}

perk_fx( fx )
{
wait(3);
playfxontag( level._effect[ fx ], self, "tag_origin" );
}

makeCrusader()
{

self setModel("bo2_c_zom_tomb_crusader_body_zc");
self detach(self.headModel, "", true);
self detach(self.hatModel, "", true);
self attach("bo2_c_zom_tomb_crusader_headz", "", true);

self maps\_zombiemode_spawner::zombie_spawn_init("zombie");
self maps\_zombiemode_spawner::zombie_think();
self maps\_zombiemode_spawner::zombie_setup_attack_properties();
self maps\_zombiemode_spawner::find_flesh();

self thread make_run();

}

make_run()
{

while(1)
{

self set_run_anim( "run" + 3 );                       
self.run_combatanim = level.scr_anim[self.animname]["run" + 3];

wait .5;

}

}

cherry_play_death_fx()
{
tag = "J_SpineUpper";
fx = "tesla_shock";

network_safe_play_fx_on_tag( "", 2, level._effect["tesla_shock"], self, tag );
self playsound( "imp_tesla" );

if ( !self enemy_is_dog() )
{
if( RandomInt( 100 ) < level.zombie_vars["tesla_head_gib_chance"] )
{
wait( RandomFloat( 0.53, 1.0 ) );
}
else
{
network_safe_play_fx_on_tag( "", 2, level._effect["tesla_shock_eyes"], self, "J_Eyeball_LE" );
}
}
}








sorry for my bad english  :-[
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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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It would be good to know what exactly you changed that caused these issues.
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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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he recompiled, so im guessing a "patch" issue, as this is bams generators i assume
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It would be good to know what exactly you changed that caused these issues.

I just removed some xmodel
didn't do anything in script
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Let me just check i got this straight, you can still see em and stuff in game, just not working "correctly" yes?
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he recompiled, so im guessing a "patch" issue, as this is bams generators i assume

I didn't compiled nazi_zombie_mapname_ptach :)
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lol i actually thought doing that might have "caused" your issue (when you use bams stuff, he added a custom patch file you musnt overwrite, or must replace again after you do overwrite it, the models, shaders and stuff are in that file) lol, anyway glad its working for ya ;)
Last Edit: July 07, 2015, 12:33:13 am by Harry Bo21
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Let me just check i got this straight, you can still see em and stuff in game, just not working "correctly" yes?

yup every thing work correctly I could see the origins xmodel,zombie shows when I ative generators ,etc...

only problem is I have 2 (generator3)


Double Post Merge: July 07, 2015, 12:38:01 am
lol i actually thought doing that might have "caused" your issue (when you use bams stuff, he added a custom patch file you musnt overwrite, or must replace again after you do overwrite it, the models, shaders and stuff are in that file) lol, anyway glad its working for ya ;)

I put beast answer by mistake  ;D

sorry :please:
Last Edit: July 07, 2015, 12:38:01 am by jm-390
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ah, i think i misunderstood you before

ok, so if thats your issue, i would assume you may have accidentally changed a KVP on one of the generators, assuming you havent touched the script at all
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ah, i think i misunderstood you before

ok, so if thats your issue, i would assume you may have accidentally changed a KVP on one of the generators, assuming you havent touched the script at all

dude you can see my problems in this video

https://youtu.be/CG6CsxRPQFA

so (Generator 1) and (Generator 4) are work perfectly

The problem is I have 2 (Generator 3)
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Check, if you accidentaly used same prefab twice
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Check, if you accidentaly used same prefab twice

dude this tut has only 2 prefabs

generator. prefab for all generators and generator_fluid. prefab

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HitmanVere's Groups
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dude this tut has only 2 prefabs

generator. prefab for all generators and generator_fluid. prefab

Well, thats weird. Never followed Bams Origins tut, let me check it quickly and then come back
Edit: Only thing I can think off is that they are located in same zone perhaps. Are they?
Another edit: Or shader 2 is using shader 3, since you shouldnt be able to activate both, if they are "same" generator
Last Edit: July 07, 2015, 03:26:50 pm by HitmanVere
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jm-390's Groups
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Well, thats weird. Never followed Bams Origins tut, let me check it quickly and then come back
Edit: Only thing I can think off is that they are located in same zone perhaps. Are they?
Another edit: Or shader 2 is using shader 3, since you shouldnt be able to activate both, if they are "same" generator

no

one of Generators  located in zone 7 and the other one is in zone 12

note: i have 12 zones in my map
Last Edit: July 07, 2015, 03:56:22 pm by jm-390
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Harry Bo21's Groups
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im still thinking wrong prefab or accidentally changed the KVPs

show us what KVPs your using, and what prefabs youve placed

 
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