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Perk machines disappear when power is turned on + stuck with 1 gun...

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Created 8 years ago
by AlecKeaneDUB
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First Issue:
I added in the four stock perks from Sniperbolt's tutorial prefabs and the machines appear in the map up until the power switch is turned on. Then they disappear but the lights from the machines still appear along with the hintstrings. But when I buy the perk, the bottle drinking anim doesn't show and I'm stuck with one weapon and cannot sprint until I buy a new weapon either from the box or off the wall.

Second Issue:
My map uses the MW3 weapon set and when I spawn, the only way I can get a second gun is if I buy one from the wall. If I use the box before doing that, it just replaces my starting pistol. Why is this? :-\

Can anyone help me with these issues? I'm stumped and feel like they're an easy fix but I'm either overlooking them or just too plain stupid to figure out what I'm doing wrong. Any help is appreciated, thanks!  :)
Marked as best answer by AlecKeaneDUB 8 years ago
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Quote
I added in the four stock perks from Sniperbolt's tutorial prefabs and the machines appear in the map up until the power switch is turned on. Then they disappear but the lights from the machines still appear along with the hintstrings. But when I buy the perk, the bottle drinking anim doesn't show and I'm stuck with one weapon and cannot sprint until I buy a new weapon either from the box or off the wall

Have you edited any .csv's to make assetroom? Check if the _on models are loaded in a .csv and are precached in the _perks.gsc. Do the same for the perk bottles + their weapon files

Quote
My map uses the MW3 weapon set and when I spawn, the only way I can get a second gun is if I buy one from the wall. If I use the box before doing that, it just replaces my starting pistol. Why is this?

Did you change your starting weapon? If so open your _weapons and in this piece of code change the "zombie_colt" to your new starting weapon:

Code Snippet
Plaintext
	if( IsDefined( primaryWeapons ) && !isDefined( current_weapon ) )
{
for( i = 0; i < primaryWeapons.size; i++ )
{
if( primaryWeapons[i] == "zombie_colt" )
{
continue;
}

if( weapon_string != "fraggrenade" && weapon_string != "stielhandgranate" && weapon_string != "molotov" && weapon_string != "zombie_cymbal_monkey" )
{
// PI_CHANGE_BEGIN
// JMA - player dropped the tesla gun
if( isDefined(level.DLC3.useGiveWeapon) && level.DLC3.useGiveWeapon )
{
if( primaryWeapons[i] == "tesla_gun" )
{
level.player_drops_tesla_gun = true;
}
}
// PI_CHANGE_END

self TakeWeapon( primaryWeapons[i] );
}
}
}

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Have you edited any .csv's to make assetroom? Check if the _on models are loaded in a .csv and are precached in the _perks.gsc. Do the same for the perk bottles + their weapon files
Thanks, you fixed my 2nd issue but where might I look to make sure the _on models are loaded? Or which .csv would they be in? Sorry if that's a stupid question  :P
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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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Thanks, you fixed my 2nd issue but where might I look to make sure the _on models are loaded? Or which .csv would they be in? Sorry if that's a stupid question  :P
restore all the original zone source files
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Thanks, you fixed my 2nd issue but where might I look to make sure the _on models are loaded? Or which .csv would they be in? Sorry if that's a stupid question  :P

_zombiemode.csv

Code Snippet
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// Vending models
xmodel,zombie_vending_doubletap_on
xmodel,zombie_vending_jugg_on
xmodel,zombie_vending_revive_on
xmodel,zombie_vending_sleight_on
xmodel,zombie_vending_packapunch_on
xmodel,zombie_sign_please_wait

 
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