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Zombies Only Spawn (correctly) In Start_Zone

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Created 11 years ago
by dabadguy4273
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After I removed the UGX mod from the map, I've been getting a bunch of stupid problems.

Everything was working perfectly fine until then(besides the huge fx space consumption).

I open a door and the zombies still only spawn in the first area for the entire game.

I thought this could be because there was a "gap" or so in the .gsc where there was a zone that was only adjacent to the zone after it, rather than before it. So I tried fixing that gap, and now only some zombies spawn in the second and third zones.

After opening up the fourth zone, no zombies spawn at all and the rounds start skipping, even when I go back to the very first (only working) zone.

BUT, everything was working JUST FINE until I had removed the UGX mod. :derp:

EDIT: Rounds stopped skipping after the third zone, but zombies are still spawning only in "start_zone".
http://imgur.com/ay4m2H3,cZSMRC9#0
Last Edit: June 12, 2015, 03:37:11 pm by dabadguy4273
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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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post your mapname.gsc for us to see
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Here ya go!

(Also the sounds in the unlockFactory() function won't play if anyone has any notes on that.)

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;
#include maps\_weather;

main()
{

level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_isle_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_isle_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = "^2RebelBase^11997";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = false;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
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;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = false;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\ugx_weather_handle::init();
maps\ugx_easy_fx::fx_setup();
preCacheModel ("zombie_zapper_cagelight_red");
preCacheModel ("zombie_zapper_cagelight_green");
game["tom_music_player"] = "tom_music_player";
PrecacheMenu( game["tom_music_player"] );
level thread maps\tom_music_player_unl::main();
maps\_zombiemode::main();
maps\gun_bob::main();
level thread maps\ugx_easy_fx::fx_start();
thread maps\ugx_weather_handle::think();
thread unlockFactory();
thread maps\nazi_zombie_sumpf_zipline::initZipline();
thread ee_test();
thread maps\zom_counter::zom_counter_bc();
thread packapunch_wall_remove();
thread give_ammo();
level._effect["lightning_strike"] = LoadFX( "maps/ber2/fx_ber2_lightning_flash" );
level._effect["rain_heavy_cloudtype"]   = LoadFX( "weather/rain_heavy_cloudtype" );
level._effect["rain_10"]   = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_9"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_8"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_7"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_6"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_5"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_4"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_3"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_2"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_1"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_0"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
thread weather_control();
thread teleporter_unlock();
level.give_ammo = 0;
ammo_trigs = getentarray("give_ammo","targetname");
array_thread(ammo_trigs,::give_ammo);

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
add_adjacent_zone( "outside_under_bridge", "start_zone", "enter_outside" );
add_adjacent_zone( "cargo_area", "outside_under_bridge", "enter_cargo_area" );
add_adjacent_zone( "dead_garden", "cargo_area", "enter_dead_garden" );
add_adjacent_zone( "house_area", "dead_garden", "enter_house" );
add_adjacent_zone( "house1_area", "house_area", "enter_house1" );
add_adjacent_zone( "house_roof", "house1_area", "enter_roof" );
add_adjacent_zone( "factory_garbage", "cargo_area", "enter_factory" );
add_adjacent_zone( "castle", "factory_garbage", "enter_castle");
add_adjacent_zone( "castle_library", "castle", "enter_castle_library");
add_adjacent_zone( "hangar_bay", "castle", "enter_hangar" );
add_adjacent_zone( "catwalk", "house_roof", "enter_catwalk" );
}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}


give_ammo()
{
   while(1)
   {
      who = undefined;
      cost  = 750;

      string = "Press &&1 to buy ammo [Cost: " + cost + "]";

      self sethintstring( string );
      self SetCursorHint( "HINT_NOICON" );
      self UseTriggerRequireLookAt();
      self waittill( "trigger", who );

      weapon = who GetCurrentWeapon();
      ammocount = who getammocount(weapon);
      clipcount = who getweaponammoclip(weapon);
      maxammo = weaponmaxammo(weapon);

      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE
      //if( weapon == "tesla_gun" || weapon == "ray_gun" )
      //{
      //   who iprintln( "You cannot buy ammo for this weapon" );
      //   level.give_ammo = 0;
      //}
      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE

      if( maxammo <= ammocount - clipcount )
      {
         continue;
      }

      if ( weapon != "fraggrenade" && weapon!= "stielhandgranate" && weapon != "molotov" && weapon != "mine_bouncing_betty" && weapon != "mortar_round" && weapon != "satchel_charge_new")
      {
         if( who.score > cost )
         {
            level.give_ammo = 1;
         }
         else
         {
            level.give_ammo = 0;
         }
      }

      if( level.give_ammo > 0 )
      {
         who givemaxammo( who GetCurrentWeapon() );
         who maps\_zombiemode_score::minus_to_player_score( cost );
         who playsound( "cha_ching" );
      }     
      else
      {
         who playsound( "no_cha_ching" );
      }
      wait(0.05);
   }   
}
unlockFactory()
{
boxes_left = 10;
box_01 = getEnt("box_1", "targetname");
box_02 = getEnt("box_2", "targetname");
box_03 = getEnt("box_3", "targetname");
box_04 = getEnt("box_4", "targetname");
box_05 = getEnt("box_5", "targetname");
box_06 = getEnt("box_6", "targetname");
box_07 = getEnt("box_7", "targetname");
box_08 = getEnt("box_8", "targetname");
box_09 = getEnt("box_9", "targetname");
box_010 = getEnt("box_10", "targetname");
box_playerclip = getEnt("box_clip", "targetname");
gate_control_panel = getEnt("gate_control", "targetname");
key_model = getEnt("factory_key_model", "targetname");
key_trigger = getEnt("factory_key_trigger", "targetname");
factory_locked_door = getEnt("gate_lock", "targetname");
factory_locked_note = getEnt("gate_lock_note", "targetname");
gate = getEnt("gate_brushmodel", "targetname");
key_trigger waittill("trigger", player);
key_model delete();
key_trigger delete();
if(boxes_left==10)
{
iprintln("^2Gate will unlock in ^110");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_01 delete();
boxes_left--;
wait 1;
}
if(boxes_left==9)
{
iprintln("^19");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_02 delete();
boxes_left--;
wait 1;
}
if(boxes_left==8)
{
iprintln("^18");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_03 delete();
boxes_left--;
wait 1;
}
if(boxes_left==7)
{
iprintln("^17");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_04 delete();
boxes_left--;
wait 1;
}
if(boxes_left==6)
{
iprintln("^16");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_05 delete();
boxes_left--;
wait 1;
}
if(boxes_left==5)
{
iprintln("^15");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_06 delete();
boxes_left--;
wait 1;
}
if(boxes_left==4)
{
iprintln("^14");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_07 delete();
boxes_left--;
wait 1;
}
if(boxes_left==3)
{
iprintln("^13");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_08 delete();
boxes_left--;
wait 1;
}
if(boxes_left==2)
{
iprintln("^12");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_09 delete();
boxes_left--;
wait 1;
}
if(boxes_left==1)
{
iprintln("^11");
gate_control_panel playSound("gate_unlock_beep");
self playSound("gate_unlock_beep");
box_010 delete();
box_playerclip delete();
gate delete();
factory_locked_door delete();
factory_locked_note delete();
iprintln("21Gate unlocked!!");
}
}

ee_test()
{
toilets_shot = 0;
toilet_trig_0 = getEnt("ee_toilet_0", "targetname");
toilet_0_char = getEnt("ee_toilet_char", "targetname");
toilet_0 = getEnt("ee_toilet_model", "targetname");
toilet_trig_0 waittill("trigger", player);
if(toilets_shot==0)
{
toilet_0_char delete();
toilet_0 setModel("static_berlin_toilet_d");
}
}

packapunch_wall_remove()
{
wall_removed = 0;
easter_egg_head = getEnt("easter_egg_trigger", "targetname");
pap_wall = getEnt("pap_room_wall", "targetname");
wall_removed++;
if(wall_removed==1)
{
easter_egg_head waittill("trigger", player);
wait 0.5;
pap_wall delete();
iprintln("^2Wall Removed!");
}
}

weather_control()
{
   rainInit( "hard" ); // get rain going
   level thread rainEffectChange( 9, 0.1 );  // tweak initial rain strength
   thread playerWeather(); // make the actual rain effect generate around the players

      addLightningExploder( 10000 );
      addLightningExploder( 10001 );
      addLightningExploder( 10002 );
      addLightningExploder( 10003 );
      addLightningExploder( 10004 );
      addLightningExploder( 10005 );
   
   level.nextLightning = GetTime() + 1;
   thread lightning( ::lightning_normal, ::lightning_flash );
}
lightning_normal()
{
   wait( 0.05 );
   ResetSunLight();
   setVolFog(250, 750, 400, -128, 0.44, 0.52, 0.44, 0);
}
lightning_flash()
{
   SetSunLight( 4, 4, 4.5 );
   setVolFog(250, 550, 400, -128, 0.6, 0.6, 0.7, 0);
         
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.45, 0.45, 0.5, 0);

   wait( 0.0014 );             
               
   SetSunLight( 3, 3, 3.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);                   
   
   SetSunLight( 2, 2, 2.5 );
   setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);                                 
                           
   SetSunLight( 1.5, 1.5, 2 );
   setVolFog(250, 550, 400, -128, 0.7, 0.7, 0.75, 0);                     
   
   wait( 0.0010 );
   
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);               
                               
   SetSunLight( 5, 5, 5.5 );
   setVolFog(250, 550, 400, -128, 0.5, 0.5, 0.55, 0);                   
   
   wait( 0.0011 );
   
   SetSunLight( 4, 4, 4.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);             
           
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);                       
   
   wait( 0.0015 );
   
   SetSunLight( 2.5, 2.5, 3 );
   setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);           
}


teleporter_unlock()
{
teleport_box = getEntArray("teleporter_block_box", "targetname");
box_control = getEnt("teleport_box_button", "targetname");
box_control waittill("trigger", player);
for(i=0;i<teleport_box.size;i++)
{
iprintln("Now get to the hangar bay and beam aboard the CIS flagship!");
teleport_box[i] delete();
}
}
Last Edit: June 12, 2015, 11:31:34 pm by dabadguy4273
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lol was kinda hoping youd just paste it in a code box here, i cant open pastebin on this pc (work pc)
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That should do it!  ;)
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i assume the zone immediatly after your start zone is called "outside_under_bridge" correct?

and the trigger uses script_flag - enter_outside ?
Last Edit: June 12, 2015, 11:43:56 pm by Harry Bo21
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Indeed!
I'm positive that all the kvp's are correct relative to their .gsc things, because they all worked until the ugx mod was taken out.
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I'm still having this problem, but I figured out that I get a freeze (script runtime error) and then the rounds skip endlessly, if that helps at all.

The info_volume is kinda sticking out of the door so that the player can still be in a zone while on the stairs.

Although, the first few zones work perfectly now until that, so it's being narrowed down.

It also could be a script thing that i'll never find by myself, since this started after I removed the ugx mod, so i'll just end up having to scrap the whole map, or release it while it's unplayable.

Edit: I fixed the round skipping (again) by moving the volumes around a bit and now the zombies actually spawn in the house's first zone, but they won't spawn any further than that, and only spawn in the house and the areas leading up to it no matter which zone the player is in.
Last Edit: June 16, 2015, 02:53:00 pm by dabadguy4273

 
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