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Several issues I'm having that I don't know how to fix...

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Created 12 years ago
by Ratchet
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First of all, I have the UGX mod installed, so it may be the cause of a few of these errors.
If you know how to fix just one of these, please reply. I am a total noob and I need your help.

- WWII weapons do not work (yes, I'm using the upgrade_ ones)

FIXED
- No cheats will work. It says 'they are disabled on this server'. Help me enable them.
- Zombies get confused around the map (they shake their head or run in one area)
- The fire FX I'm using brings up a 'use' (hand) icon when I get close to it (I want that disabled).
Last Edit: January 04, 2014, 11:33:49 pm by Ratchet
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1. UGX mod has modern weapons instead, I am not sure if you can use the WW2 guns because the UGX weapons are replacing the WW2 guns I think.

2.Do you have the script for dogs right? I did not have them either when I started my map even if I had the kvps and the script structs right but I did not want dogs so I ignored to have dogs in my map.

3.Have you placed path nodes in your map? Place them at the areas were you want the zombies to go. You can spawn a pathnode in the 2d view of radiant by right clicking there and then look at node, then click pathnode and then place them were you want the zombies to go, do not place them neither to far or too close too eachother.

4.Is it still fire at the the area you placed the fx?

5.When you are launching your mod/map, then in the console, type
   devmap yourmapname
   And then enter, and then you should have cheats in your map. Well that is what I have to type to have cheats.
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First of all, I have the UGX mod installed, so it may be the cause of a few of these errors.
If you know how to fix just one of these, please reply. I am a total noob and I need your help.

- WWII weapons do not work (yes, I'm using the upgrade_ ones)
- Dogs will not spawn (I have the KVPs right and script structs placed)
- Zombies get confused around the map (they shake their head or run in one area)
- The fire FX I'm using brings up a 'use' (hand) icon when I get close to it (I want that disabled).

FIXED
- No cheats will work. It says 'they are disabled on this server'. Help me enable them.

1. All WW2 weapons have been removed in the UGX mod. You should be able to re-add them by adding the required line in zone_source. If you do this your likely to get a 400 fx error or something though.

2. Dogs have been removed from the UGX mod scripts i think

3. Bad pathing system, add or move pathnodes.

4. It sounds like your using a trigger_use for fx. try using a struct_origin instead.
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1. All WW2 weapons have been removed in the UGX mod. You should be able to re-add them by adding the required line in zone_source. If you do this your likely to get a 400 fx error or something though.

2. Dogs have been removed from the UGX mod scripts i think

3. Bad pathing system, add or move pathnodes.

4. It sounds like your using a trigger_use for fx. try using a struct_origin instead.

1. When I use 'give all' I get the Kar98k so I believe that one would work out of all of the WWII weps.
Also, why would I get a 400 fx error? Couldn't I just rebuild the UGX mod and it'd work?

2. How do I add them?

3. At first I thought that fewer pathnodes was better, then I tried more and they were still broken. I'm going to have to just play around with them.

4. Nope, I'm using a struct_origin and it's still coming up with a 'use' icon.
Last Edit: January 02, 2014, 06:10:31 pm by Ratchet
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1. When I use 'give all' I get the Kar98k so I believe that one would work out of all of the WWII weps. Why would I get a 400 fx error? Couldn't I just rebuild the UGX mod and it'd work?

2. How do I add them?

3. At first I thought that fewer pathnodes was better, then I tried more and they were still broken. I'm going to have to just play around with them I guess.

4. Nope, I'm using a struct_origin and it's still coming up with a 'use' icon.

1. Whatever fx is called in the weaponfile is also loaded into the files when you compile(normally, not always) which will add to the total FX in your map. You can reduce the amount of FX in your mapname.csv and dlc3.csv in zone_source.

2. It would require readding all the functions, variables, and other logic used for dogs. Its not worth the effort.

3. Zombies act weird around things like trees or other foliage for some reason. I'd try making the tree/foliage non-colliding by right clicking it  in the 2d grid. otherwise i don't know why.

4. then the script your using to spawn the FX is also spawning an icon on the structs location, or you have the KVP's set up to use an icon. either way you just need to find and remove it.
Last Edit: January 02, 2014, 06:22:41 pm by daedra descent
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1. Whatever fx is called in the weaponfile is also loaded into the files when you compile(normally, not always) which will add to the total FX in your map. You can reduce the amount of FX in your mapname.csv and dlc3.csv in zone_source.

2. It would require readding all the functions, variables, and other logic used for dogs. Its not worth the effort.

3. Zombies act weird around things like trees or other foliage for some reason. I'd try making the tree/foliage non-colliding by right clicking it  in the 2d grid. otherwise i don't know why.

4. then the script your using to spawn the FX is also spawning an icon on the structs location, or you have the KVP's set up to use an icon. either way you just need to find and remove it.

1. I'll look into that and see what I can do.

2. I'll just leave them out then.

3. Yeah I tried making all of the foliage non-colliding but that didn't work. I'll upload a video soon showing what they're doing.

4. It's probably something in the script I'm using. Should be an easy fix.
Last Edit: January 02, 2014, 06:42:11 pm by Ratchet
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With the fx that has a hand indicator. Do you use UGX easy fx?

Post Merge: January 03, 2014, 04:39:03 pm
Edit: I mean HAVE not has.

Post Merge: January 03, 2014, 04:44:45 pm
Maybe it is has, lol that is my only problem with english about which one I should use. lol

Post Merge: January 03, 2014, 04:45:25 pm
has or have.
Last Edit: January 03, 2014, 04:45:25 pm by Ege115
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With the fx that has a hand indicator. Do you use UGX easy fx?

Post Merge: January 03, 2014, 04:39:03 pm
Edit: I mean HAVE not has.

Post Merge: January 03, 2014, 04:44:45 pm
Maybe it is has, lol that is my only problem with english about which one I should use. lol

Post Merge: January 03, 2014, 04:45:25 pm
has or have.

No I don't use UGX easy fx, I just followed some tutorial that told me to edit a few things. I mean, it works, I just don't want the hand icon.

Oh, and 'has' was grammatically correct.
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I just don't want the hand icon.
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trigger setCursorHint("HINT_NOICON");
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trigger setCursorHint("HINT_NOICON");

Thanks Trem, turns out it was my powerup trigger that was causing this problem. I thought it was the fire FX but it wasn't, it was just in the center of the trigger. I changed my powerup trigger from a trigger_use to a trigger_multiple and it seems to have fixed the problem.
Last Edit: January 04, 2014, 11:35:56 pm by Ratchet
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But before when you replied to deadra you said that you used a script_origin and not a trigger_use?
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But before when you replied to deadra you said that you used a script_origin and not a trigger_use?

Yeah, that was before I knew that the trigger_use I had for the powerups was causing the issue. I do owe credit to daedra because I thought back to his suggestion when I started looking into it more.

 
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