Could not find label 'main' in script 'animscripts/traverse/jump_up_96'
Thats the error i get after adding that traverse to my map. I guess i could delete it, but i shouldnt have to. This traverse is needed in my map unless anyone knows of an alternative. I've tried doing multiple full recompiles(map itself aswell as the patch) and rebuilding the mod. Anyone know what i should/can do?
So, everything else works fine on that, except the gun giving ammo part? Edit: I looked up and bare with me, Im not good scripter, but you can try adding at start undefined and then defining it at the function itself like:
Works for me, I have done something similar, dont quote me on that though
Hmm...not sure why having it undefined to begin with would make a difference, but i'll give it a try Btw yes everything else does work
No. You have to figure out which player you want to run the code on. If the code only runs after a player uses a trigger, you can use:
Depends on whats inside the for() loop. If you filter the players out by using an if condition then the code will only run for that player. However if you have a trigger(see above) you don't and shouldn't do this. The player variable in the waittill above will automatically get the player that used the trigger for you.
Otherwise if you just have an for() loop with the max ammo code inside then yes, it would just give the ammo to all players.
I'm confused about what you mean by adding the waittill( "trigger" , player ); function...because the player already has to use a trigger to search the location, so wouldnt adding another waittill( "trigger" , player ); make them have to hit it twice? I'm probably just stupid, but anyway here's the code i have:
Not possible, those are set through engine/weaponfile. Well, its possible, but it would be involve all weaponfiles to be duplicated with new stats and when player has perk, it would give those rather than old ones. I dont think there is DVAR for ADS and grenade thing, so yeah.
Isnt there a perk in multiplayer that allows you to ADS faster? Which would mean that there's a dvar for ADS speed. Perhaps thats only in other CODs though...
This is why. Your setting the player variable to undefined, AKA it doesn't exist.
So i would take out the player so its just "GiveMaxAmmo( current_gun );"? I wouldnt do the for() loop and give it to players[ i ] because wont that give it to every player? And that isnt what i want
I have things in my map that you can search (kind of like dig sites) and each one has a 10% chance of giving you a weapon refill (max ammo for the weapon you are holding). Now this is the part i have for the max ammo: Now i dont just have those thrown together in my actual script, they are in the correct places. But why doesnt this work? I'm curious about what im missing or why the game wont read this. Does anyone know what i could use instead?
I remember seeing a thread or something about this but I couldnt find it so I'll just post this again. How would I go about having lights that are off to start with, but then turn on when the power is activated or some other event happens? This would really give my map a better effect so I was wondering if anyone knows how to do this.
lol yea the way he wrote that wasnt really ideal was it lol
"I cant be assed, so can one of you mugs do it for me, what evs ill be back to pick up my completed homework" lol
I just knew that I'm not good enough at scripting to fix this and I didnt want to admit it I honestly looked at it for a really long time but i still suck so I had no idea where to even look for the problem, so I just said that I didnt have the time to look through it. I didnt mean for it to make me sound like an asshole, so my bad for that
I played this map on co-op, and I know you said you had to pick up the first part in the spawn room, before you can pick up the second one, and the second one before the third. But when we played it even after we placed the first part, we couldn't pick up the second part, or the third one. On solo, it worked fine though.
Yes thats exactly the problem I want fixed. And like daedra said, the problem of having to pick up and add parts in order is because of the triple while loop. That I can fix but I cant find the issue with co-op
I released my map (The Outpost - Challenge Map) like a month ago and I've gotten feedback about a major bug in this script that keeps you from completing the easteregg/beating the map when playing Co-op. It works great on solo but i dont know what the problem is on Co-op and I really dont have time to look through every bit of my code to try and test things until i fix it. So any scripters, if you can please help me out I'd really appreciate it
I have not personally played my map on co-op, but people say that you cant pickup certain parts or something? I'm not entirely sure but you can play the map with a friend or two yourself or you can check the comments on the map's thread: http://ugx-mods.com/forum/index.php?topic=6733.0
Here's my entire buildables script: (I know its probably very poorly written and sloppy but this was my first large script)
Can you fix the buildable part glitch? You state you need to pick up in order but that doesn't work. If there is a known glitch on this map then why not fix it so everyone can enjoy the map?
I'm working on fixing the buildables glitch. I assure you, the buildables work 100% if playing solo but there's something wrong with Co-op play and I will have this fixed soon. I'm very sorry to everyone for the inconvenience