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Treasure Chest Locations

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Created 12 years ago
by DuaLVII
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Hey Guys,

I'm having an issue currently with the Treasure Chest, I've set currently only 2 locations for it which means the only 2 available are;
start_chest
chest1

Although I'll be adding more eventually but originally I created my own treasure chests (same box as most maps) and it somewhat worked as normal, the box itself worked and eventually you'd get the teddy bear and the box starts jiggling, raising and disappears, however the box returned back in the same location.

After a lot of messing around I kind of thought that maybe I was missing an entity or something misspelt and ended up finding Sniperbolts Treasure chest.
I added his prefabs;
start_chest
chest1
But the same happened, even after stamping the prefabs in their location but still wouldn't work.

After this I want to my mapname.gsc and check the boxArray which I saw by default was;
Code Snippet
Plaintext
    boxArray = [];
    boxArray[ boxArray.size ] = "start_chest";
    boxArray[ boxArray.size ] = "chest1";
    boxArray[ boxArray.size ] = "chest2";
    boxArray[ boxArray.size ] = "chest3";
    boxArray[ boxArray.size ] = "chest4";
    boxArray[ boxArray.size ] = "chest5";
    level.DLC3.PandoraBoxes = boxArray;

I then removed;

Code Snippet
Plaintext
    boxArray[ boxArray.size ] = "chest2";
    boxArray[ boxArray.size ] = "chest3";
    boxArray[ boxArray.size ] = "chest4";
    boxArray[ boxArray.size ] = "chest5";

Leaving only;

Code Snippet
Plaintext
    boxArray = [];
    boxArray[ boxArray.size ] = "start_chest";
    boxArray[ boxArray.size ] = "chest1";
    level.DLC3.PandoraBoxes = boxArray;

Because I though with the other names in the array it might be trying to access them on move but it turns out it wasn't the case and the exact same thing happened again, It put it's self in the same location.

So for now I've put the code back to;

Code Snippet
Plaintext
    boxArray = [];
    boxArray[ boxArray.size ] = "start_chest";
    boxArray[ boxArray.size ] = "chest1";
    boxArray[ boxArray.size ] = "chest2";
    boxArray[ boxArray.size ] = "chest3";
    boxArray[ boxArray.size ] = "chest4";
    boxArray[ boxArray.size ] = "chest5";
    level.DLC3.PandoraBoxes = boxArray;

And decided that I'm beat as far as trying to figure thing out goes.
So if anyone else has had this problem and found a way to fix it, I'd greatly appreciate the help.

Many Thanks,
DuaLVII

Post Merge: December 16, 2013, 10:16:06 am
Update;

After reading elsewhere about Treasure Chest moving issues I found that on script;
_zombiemode_weapons.gsc
Code Snippet
Plaintext
level.box_moved = false;

Is set to false by default, However after setting this to true;

Code Snippet
Plaintext
level.box_moved = true;

The same thing `STILL` happens, Teddy appears, Box raises and jiggles, disappears and then reappears in the same spot.

I did the same thing again as I said on my first post;

After this I want to my mapname.gsc and check the boxArray which I saw by default was;
Code Snippet
Plaintext
    boxArray = [];
    boxArray[ boxArray.size ] = "start_chest";
    boxArray[ boxArray.size ] = "chest1";
    boxArray[ boxArray.size ] = "chest2";
    boxArray[ boxArray.size ] = "chest3";
    boxArray[ boxArray.size ] = "chest4";
    boxArray[ boxArray.size ] = "chest5";
    level.DLC3.PandoraBoxes = boxArray;

I then removed;

Code Snippet
Plaintext
    boxArray[ boxArray.size ] = "chest2";
    boxArray[ boxArray.size ] = "chest3";
    boxArray[ boxArray.size ] = "chest4";
    boxArray[ boxArray.size ] = "chest5";

Leaving only;

Code Snippet
Plaintext
    boxArray = [];
    boxArray[ boxArray.size ] = "start_chest";
    boxArray[ boxArray.size ] = "chest1";
    level.DLC3.PandoraBoxes = boxArray;

But no joy, Same thing happens again.

Many thanks,
DuaLVII
Last Edit: December 16, 2013, 10:16:06 am by DuaLVII
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I can't say for sure, but your KVP's might be wrong on the second box.
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make sure the _zombiemode_weapons.gsc you changed is the one you are using in your mod, do you have this file in your maps mod folder?
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Good Evening,

For the KVP's I wasn't sure originally when I made the boxes myself which is why I switched to Sniperbolt's but it turned out they are the exact same (Other than entity dimension differences)
But I've been over them all and their correct.

As for the _zombiemode_weapon.gsc of coarse is in my mods and has been compiled.

Many Thanks,
DuaLVII

Post Merge: December 16, 2013, 04:46:37 pm
Posting this in-case something else can be found

My _zombiemode_weapons.gsc - Treasure Chest related

Spoiler: click to open...
Code Snippet
Plaintext
#include maps\_utility; 
#include common_scripts\utility;
#include maps\_zombiemode_utility;

init()
{
init_weapons();
init_weapon_upgrade();
init_pay_turret();
init_weapon_cabinet();
treasure_chest_init();
level thread add_limited_tesla_gun();
level.box_moved = true;
}
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(level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory" )
{
// 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:)
{
// 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
init_starting_chest_location();

}

array_thread( level.chests, ::treasure_chest_think );

}

init_starting_chest_location()
{

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

if( isdefined( level.random_pandora_box_start ) && level.random_pandora_box_start == true )
{
if( i != 0 )
{
level.chests[i] hide_chest();
}
else
{
level.chest_index = i;
unhide_magic_box( i );
}

}
else
{
if ( !IsDefined(level.chests[i].script_noteworthy ) || ( level.chests[i].script_noteworthy != "start_chest" ) )
{
level.chests[i] hide_chest();
}
else
{
level.chest_index = i;
unhide_magic_box( i );
}
}
}


}

unhide_magic_box( index )
{

//PI CHANGE - altered to allow for more than one piece of rubble
rubble = getentarray( level.chests[index].script_noteworthy + "_rubble", "script_noteworthy" );
if ( IsDefined( rubble ) )
{
for ( x = 0; x < rubble.size; x++ )
{
rubble[x] hide();
}
//END PI CHANGE
}
else
{
println( "^3Warning: No rubble found for magic box" );
}
}

set_treasure_chest_cost( cost )
{
level.zombie_treasure_chest_cost = cost;
}

hide_chest()
{
pieces = self get_chest_pieces();

for(i=0;i<pieces.size;i++)
{
pieces[i] disable_trigger();
pieces[i] hide();
}
}

get_chest_pieces()
{
// self = trigger

lid = GetEnt(self.target, "targetname");
org = GetEnt(lid.target, "targetname");
box = GetEnt(org.target, "targetname");

pieces = [];
pieces[pieces.size] = self;
pieces[pieces.size] = lid;
pieces[pieces.size] = org;
pieces[pieces.size] = box;

return pieces;
}

show_magic_box()
{
pieces = self get_chest_pieces();
for(i=0;i<pieces.size;i++)
{
pieces[i] enable_trigger();
}

// PI_CHANGE_BEGIN - JMA - we want to play another effect on swamp
anchor = GetEnt(self.target, "targetname");
anchorTarget = GetEnt(anchor.target, "targetname");

if(isDefined(level.script) && (level.script != "nazi_zombie_sumpf") && (level.script != "nazi_zombie_factory") )
{
playfx( level._effect["poltergeist"],pieces[0].origin);
}
else
{
level.pandora_light.angles = (-90, anchorTarget.angles[1] + 180, 0);
level.pandora_light moveto(anchorTarget.origin, 0.05);
wait(1);
playfx( level._effect["lght_marker_flare"],level.pandora_light.origin );
// playfxontag(level._effect["lght_marker_flare"], level.pandora_light, "tag_origin");
}
// PI_CHANGE_END

playsoundatposition( "box_poof", pieces[0].origin );
wait(.5);
for(i=0;i<pieces.size;i++)
{
if( pieces[i].classname != "trigger_use" )
{
pieces[i] show();
}
}
pieces[0] playsound ( "box_poof_land" );
pieces[0] playsound( "couch_slam" );
}
treasure_chest_think()
{
cost = 950;
if( IsDefined( level.zombie_treasure_chest_cost ) )
{
cost = level.zombie_treasure_chest_cost;
}
else
{
cost = self.zombie_cost;
}

self set_hint_string( self, "default_treasure_chest_" + cost );
self setCursorHint( "HINT_NOICON" );

//self thread decide_hide_show_chest_hint( "move_imminent" );

// waittill someuses uses this
user = undefined;
while( 1 )
{
self waittill( "trigger", user );

if( user in_revive_trigger() )
{
wait( 0.1 );
continue;
}

// make sure the user is a player, and that they can afford it
if( is_player_valid( user ) && user.score >= cost )
{
user maps\_zombiemode_score::minus_to_player_score( cost );
break;
}
else if ( user.score < cost )
{
user thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}

wait 0.05;
}

// trigger_use->script_brushmodel lid->script_origin in radiant
lid = getent( self.target, "targetname" );
weapon_spawn_org = getent( lid.target, "targetname" );

//open the lid
lid thread treasure_chest_lid_open();

// SRS 9/3/2008: added to help other functions know if we timed out on grabbing the item
self.timedOut = false;

// mario kart style weapon spawning
weapon_spawn_org thread treasure_chest_weapon_spawn( self, user );

// the glowfx
weapon_spawn_org thread treasure_chest_glowfx();

// take away usability until model is done randomizing
self disable_trigger();

weapon_spawn_org waittill( "randomization_done" );

if (flag("moving_chest_now"))
{
user thread treasure_chest_move_vo();
self treasure_chest_move(lid);

}
else
{
// Let the player grab the weapon and re-enable the box //
self.grab_weapon_hint = true;
self.chest_user = user;
self sethintstring( &"ZOMBIE_TRADE_WEAPONS" );
self setCursorHint( "HINT_NOICON" );
self setvisibletoplayer( user );

// Limit its visibility to the player who bought the box
self enable_trigger();
self thread treasure_chest_timeout();

// make sure the guy that spent the money gets the item
// SRS 9/3/2008: ...or item goes back into the box if we time out
while( 1 )
{
self waittill( "trigger", grabber );

if( grabber == user || grabber == level )
{


if( grabber == user && is_player_valid( user ) && user GetCurrentWeapon() != "mine_bouncing_betty" )
{
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type magic_accept",
user.playername, user.score, level.round_number, cost, weapon_spawn_org.weapon_string, self.origin );
self notify( "user_grabbed_weapon" );
user thread treasure_chest_give_weapon( weapon_spawn_org.weapon_string );
break;
}
else if( grabber == level )
{
// it timed out
self.timedOut = true;
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type magic_reject",
user.playername, user.score, level.round_number, cost, weapon_spawn_org.weapon_string, self.origin );
break;
}
}

wait 0.05;
}

self.grab_weapon_hint = false;
self.chest_user = undefined;

weapon_spawn_org notify( "weapon_grabbed" );

//increase counter of amount of time weapon grabbed.
if(level.script != "nazi_zombie_prototype")
{
level.chest_accessed += 1;

// PI_CHANGE_BEGIN
// JMA - we only update counters when it's available
if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") && level.box_moved == true && isDefined(level.pulls_since_last_ray_gun) )
{
level.pulls_since_last_ray_gun += 1;
}

if( isDefined(level.script) && (level.script == "nazi_zombie_sumpf" || level.script == "nazi_zombie_factory") && isDefined(level.pulls_since_last_tesla_gun) )
{
level.pulls_since_last_tesla_gun += 1;
}
// PI_CHANGE_END
}
self disable_trigger();

// spend cash here...
// give weapon here...
lid thread treasure_chest_lid_close( self.timedOut );

//Chris_P
//magic box dissapears and moves to a new spot after a predetermined number of uses

wait 3;
self enable_trigger();
self setvisibletoall();
}

flag_clear("moving_chest_now");
self thread treasure_chest_think();
}

decide_hide_show_chest_hint( endon_notify )
{
if( isDefined( endon_notify ) )
{
self endon( endon_notify );
}

while( true )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
// chest_user defined if someone bought a weapon spin, false when chest closed
if ( (IsDefined(self.chest_user) && players[i] != self.chest_user ) ||
!players[i] can_buy_weapon() )
{
self SetInvisibleToPlayer( players[i], true );
}
else
{
self SetInvisibleToPlayer( players[i], false );
}
}
wait( 0.1 );
}
}
decide_hide_show_hint( endon_notify )
{
if( isDefined( endon_notify ) )
{
self endon( endon_notify );
}

while( true )
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if( players[i] can_buy_weapon() )
{
self SetInvisibleToPlayer( players[i], false );
}
else
{
self SetInvisibleToPlayer( players[i], true );
}
}
wait( 0.1 );
}
}


I believe that's all related to the treasure chest
Last Edit: December 16, 2013, 05:15:25 pm by DuaLVII
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- are you sure you don't have multiple of the same box in your map by mistake? like a "start_chest" and 2 "chest_1"s?
- are you doing this in the Der Riese mod?
- are you sure you ticked the _zombiemode_weapons.gsc in your mod builder?

- try re-extracting a fresh set of Sniperbolt prefabs
- try a fresh _zombiemode_weapons.gsc script
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- are you sure you don't have multiple of the same box in your map by mistake? like a "start_chest" and 2 "chest_1"s?
- are you doing this in the Der Riese mod?
- are you sure you ticked the _zombiemode_weapons.gsc in your mod builder?

- try re-extracting a fresh set of Sniperbolt prefabs
- try a fresh _zombiemode_weapons.gsc script

- There are only 2, start_chest and chest1
- Yes
- Of coarse

- Done this 3 times
- Didn't work
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I'm having the exact same problem as stated above.  :'(
I know this is an old topic but if anyone can help fix this it would sure be great. I've tried everything even copying zombiemode_weapons.gsc from working maps but the crate still wont move. There has to be a fix somewhere.

Edit:
Ok I fixed the problem by downloading nazi_zombie_tutorial v2.0 and using the zombiemode_weapons.gsc from it. It works great now. Here is a link to it: http://custom-zombies.com/Forums/index.php?action=downloads;sa=view;down=13
Last Edit: June 18, 2014, 01:24:27 am by whippytrout
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Isnt the prefab called chest_begin? In SniperBolts prefabs
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Isnt the prefab called chest_begin? In SniperBolts prefabs
No, it's not. start_chest as stated.
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Edit:
Ok I fixed the problem by downloading nazi_zombie_tutorial v2.0 and using the zombiemode_weapons.gsc from it. It works great now. Here is a link to it: http://custom-zombies.com/Forums/index.php?action=downloads;sa=view;down=13
The only reason you had to download his _zombiemode_weapons.gsc is because you are already trying to use his edited prefabs. If you were using the original 3arc prefabs I'm fairly certain they already work fine with the default _zombiemode_weapons.gsc
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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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Harry Bo21's Groups
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I have the same issue, im gonna try thse solutions today

But I will note, I tried the Treyarch, UGX and Sniper prefabs... all the same

If I see what I have done wrong ill post here, hopefully itll be the same issue

Annoying as at one point it was working fine
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Totally forgot about this post, made it last year.

I can send an unmodified weapons script and prefabs later which all work. Prefabs are actually sniperbolts although I spent time in centralizing them so their easier to place into maps.
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If you could that would be great coz I still havent wokred out why it wont work...

I even built my map over snipers tut lol

 
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