Undefined is not an array, string, or vector

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by Bigbeard2000
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I am getting a weird error message in my console after I build my map.

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For some reason it looks like level.flag isn't initialized, but I don't know how this would be possible considered that it should be initialized within the official scripts, as opposed to my own.  I assume this means that
flag_init() // found within raw\commom_scripts\utility.gsc
is never called for some reason.  I am trying to revive an old map of mine so I am a little rusty.
Last Edit: May 13, 2019, 09:14:04 am by Bigbeard2000
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I am getting a weird error message in my console after I build my map.

Sorry but you are not allowed to view spoiler contents.
For some reason it looks like level.flag isn't initialized, but I don't know how this would be possible considered that it should be initialized within the official scripts, as opposed to my own.  I assume this means that
flag_init() // found within raw\commom_scripts\utility.gsc
is never called for some reason.  I am trying to revive an old map of mine so I am a little rusty.
 Try to run it without developer
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Try to run it without developer
 I have seen the same suggestion on other posts, but I don't really think that fixes that problem (more like just ignoring it). If possible I would really like to find out what is causing the problem and fixing it, so that I don't have to leave developer mode to further develop my map.
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I have seen the same suggestion on other posts, but I don't really think that fixes that problem (more like just ignoring it). If possible I would really like to find out what is causing the problem and fixing it, so that I don't have to leave developer mode to further develop my map.
From what I see the script is not recognized in maps/_zombiemode_firstroom_sealer.gsc

Have you tried to add: 
#include common_scripts\utility;
at the top of the script?
 
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It shouldn't be happening on a new script placer map.
//
That error comes from using a command like
flag_wait "all_players_connected" before
flag_init "all_players_connected"
If you have developer 1, developer_script 1, and logfile it should tell you the exact file and line the flag is called from.
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All of my scripts that use flag_wait have: 
#include common_scripts\utility;
It shouldn't be happening on a new script placer map.
//
That error comes from using a command like
flag_wait "all_players_connected" before
flag_init "all_players_connected"
If you have developer 1, developer_script 1, and logfile it should tell you the exact file and line the flag is called from.
 Where would I call flag_init "all_players_connected". I would assume the system would do this because I assume that the system is the one that sets the all_players_connected flag when the game starts.
Marked as best answer by Bigbeard2000 on Today at 10:07:24 pm
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All of my scripts that use flag_wait have:
#include common_scripts\utility;
Where would I call flag_init "all_players_connected". I would assume the system would do this because I assume that the system is the one that sets the all_players_connected flag when the game starts.
I think I see the problem.
Go to maps/house.gsc and scroll down to line 122.
There you will see this:
maps\_zombiemode_firstroom_sealer::main();
I think that should be placed under this:
maps\_zombiemode::main();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

-->  maps\_zombiemode_firstroom_sealer::main();  <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
maps\weapon_shop::init();
maps\nova_grenade::init();
level thread maps\berg_walking::main();
level thread Kill_trigger();
level thread shop_fx();
level thread switch_fov();
level thread easter_egg_toolbox();
level thread easter_egg_zombie_escort_trigger();
level thread easter_egg_zombie_escort_hunters();
Last Edit: May 13, 2019, 09:45:09 pm by gympie6
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gympie is probably correct and your calling a custom script with a flag_wait in it before the flag is defined. Moving it under zombiemode or load would ensure that the flag was defined.
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I think I see the problem.
Go to maps/house.gsc and scroll down to line 122.
There you will see this:
maps\_zombiemode_firstroom_sealer::main();
I think that should be placed under this:
maps\_zombiemode::main();
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

-->  maps\_zombiemode_firstroom_sealer::main();  <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
maps\weapon_shop::init();
maps\nova_grenade::init();
level thread maps\berg_walking::main();
level thread Kill_trigger();
level thread shop_fx();
level thread switch_fov();
level thread easter_egg_toolbox();
level thread easter_egg_zombie_escort_trigger();
level thread easter_egg_zombie_escort_hunters();
Yep that did the trick. Thank you very  much

 

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