So I have the code for bluntstuffy's soul chests and I get an error when trying to change one simple thing. Here is the part of code that supposedly has an error:
The error I get is a bad syntax on the 'else' statement, but I dont see what's wrong with it. The entire script works perfectly if I remove the 'if' and 'else' statements but I need this change in my map. I've also tried changing the else statement above to:
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else if(players.size <= 1)
But then I get bad syntax on the whole 'else if' line.
self SetPerk( perk ); // Gives perk self thread perk_vo(perk); // Take this out if you dont want the player to quote wait .1; if( perk == "specialty_armorvest" ) // If its jugg { self.maxhealth = level.zombie_vars["zombie_perk_juggernaut_health"]; // Sets up jugg health self.health = level.zombie_vars["zombie_perk_juggernaut_health"]; // Sets up jugg health } }
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players = get_players(); for ( i = 0; i < players.size; i++ ) { players[ i ] give_perk_after_door(); }
Thank! Now, sorry for being a newbie...but where do I put these scripts and where would I thread them? I'm not entirely sure where I would do that
sounds to me like the mod tools dodnt install correctly or you are missing the mod tools 1.0 patch. Go to the ugx wiki and go to the downloads for the mod tool and make sure you download the first one and then install them all in order.
Set DYNAMIC PATH in the entity window for your blocker models.
blocker models as in the door that opens? Or what? Still new lol EDIT: Nevermind...I figured that out lol. Well thanks, that fixes my problem with them not following me but the new zone still doesnt activate. Is there a specific way the volumes have to be? As in do both zone volumes have to be touching or something?
I have a room that's opened up and has its zone activated by a script. The script works fine and I dont think it would be causing this, but after the door gets opened and the zone is activated, no zombies will spawn or follow me into the room. They just kinda sit there and derp out or walk to the center of the starting room and just stand there. The only way I can get them to follow me into the second room is if I go into the first room and get them to follow me as close to the door as I can, so then they'll derp for a second, walk towards me through the room a little ways, stop, derp for a second, and then chase me without problem through the room. I'm so annoyed by this because all my zones and spawners are correct so I have no idea what is causing this
I have a prefab that I made by selecting all the entities I needed to and saved it as prefab. I then had to delete it to test something and now when I place it back in my map as a prefab, I dont know how to ungroup everything because there are a few changes I need to make. Can anyone help me out?
This happens sometimes if I copy text into a file from my phone then paste into gsc. In notepad++ double click a space to highlight it and press "ctrl c" , "ctrl f" then click "find and replace" and replace the space with another space made from your keyboard. Same with the indented lines. double click a indented area and using "ctrl f" then "find and replace" with a new tab(indent).
It's been a while since i made that script, so i'll have to take a quick look at it. I'll post what you need to change in a bit Double Post Merge: April 06, 2015, 07:03:57 amUse this script, i have removed the chest-models from this one everything else still works the same. So you just place a trigger_radius and a clip with the correct KVP's and that's it ( just follow the normal tut )
I dont have time to test it now, but if something is not working / throw's an error just post back here...
progres_check() { if( level.chest_completed == level.chest_amount ) { thread soul_chest_reward(); //////// THIS IS WHERE THE REWARD IS GIVEN WHEN ALL CHESTS ARE COMPLETED level thread maps\_zombiemode_powerups::special_powerup_drop( self.origin ); level.chest_active = false; //// leave this line in here, it deactivates the thread in _zombiemode_spawner } }
Having a similar problem myself. For your error about some not having connections, there are probably some that are too far apart. As for the nodes in solids I'm not sure. My problem is that when one of my doors gets opened, the zombies dont go through with me unless I slowly lead them right to the doorway, but then they still bug out. The doorway and room is correctly noded I believe so im not sure what my problem could be either
stamp the prefab and remove the model. Make sure it is centered where it should be. I think that is all. ! IF ! the model has KVP's, copy them to the new model (im not farmillar with his soul boxes)
i'm unsure about what you mean by 'stamp' the prefab. Could you be more specific? Sorry I'm still kinda new to this