New shots look very impressive man. You have done some job with it and the detailing looks really good. As much I am not so much of a fan of the BO2 map, I am actually really looking forward to trying this one out.
Well done!
Thanks man! I'm glad your excited. Hope i can live up to your expectations.
Probably not your answer, but just in case, did you verify when you compiled that the correct mod was selected? Sometimes I take that for granted cause I never change it, but it changes on its own. I only say this because it says it can't find things, and that would be true if they are not in the mod that was selected when it was compiled...
Thanks or the suggestion but i compiled the map and patch again making sure that i had the correct mod selected but i still crashes after i try to play it.
After compiling my map, patch, and mod successfully, i opened up waw to test my map like usual. However, this time, my game crashes and brings me to the waw console and gives me the error "Unhandled exception caught". Now this scares me because i have never seen this error before and i am afraid that it will ruin my map that i have worked so hard on. I got this error after creating several xmodels for doubble paped weapons however i have done this before and not gotten this error. Any help would be GREATLY appreciated! Here is the console:
Copy _zombiemode_blockers_new.gsc from raw/maps to your mod's maps folder, then replace the debris_init() function in that _zombiemode_blockers_new.gsc with this:
Im very confused. Like i said in my original post, i want to make many Hintstrings for different doors while still keeping the default hintstring for some doors. Would that be possible with the code you posted? What special kvps would i need to enter for this to work? As you can clearly see, i dont know anything about scripting so i dont know if im even making sense now!
totally agree would love to see the entire map opened up + it would be cool to see that fall shelter come in handy - maybe open it up and actually have the players go down there.
I agree. You could make it lead to a whole new underground part of the map.
Instead of this ^ , I suggest not using the STR files at all. Just edit _zombiemode_blockers_new.gsc to use whatever the door has set for script_noteworthy as the hint and zombie_cost as the cost. If you need a code example I can post one.
How can I remove the loud BEEEEEEEERP noise the doors make when they open. It sounds like a prison cell has been opened and i don't really want that in my map.
Is it possible to edit hint strings for open-able doors. What i basically want to do is change the standard
to something like this or I dont want this to be applied to all doors, just one. I want to make many different strings for different doors. Im not sure if this is possible but if it is could somebody please tell me how? Thanks in advance!
I'm not really sure if you should add in the 3 melee weapons that Tom-BMX made...
Aren't they all the same?
I have modified the damage and price of the 3 melee weapons on the wall so you cant use the same one for the whole game and there is actually a purpose to buy them all. The shovel will be the weakest and cost the least, The ax will be next, and Katana will cost the most and do the most damage.
Can't wait. I used to play Town 24/7, so I'm sure I'll be playing this. Tombstone is a must. Also if you want to add any extra perks suggested area is downstairs of the bar. (only place I can think of.)
Thanks dude! However you might not want to get your hopes up on Tombstone because im afraid its a little out of my scripting capability However, i did recently add a buildable power switch, moon style teleporter, and the vault accessible by grenade. I also added some more playable area which you can explore for yourself
I got the error ''MAX_MAP_NODES'' while compiling my map. I was compiling after adding a small area to my map. I have no clue what this means or how to fix it. Post Merge: June 12, 2014, 03:29:18 amNevermind, i solved it. Aparently i had too many ''structural brushes'' in my map. To fox this, press ''i'' and right click in the 2d view. Click on ''Make Detail'' and your done!