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Contact Support - Help Center Get help on the UGX Discord. Join it now!He disabled it when he made the map in Script Placer therefore there is no option in the options menu to enable it. The script placer completely erases that option
I'm not sure if that counts for newer mainboards too, but older ones were pretty much dead if you removed the battery..
Noice man. Could have some images, but i like it +1.
anyone getting errors follow this http://steamcommunity.com/sharedfiles/filedetails/?id=370097765
thanks sparky![]()
Probably depends on if lemon will export the animations properly or not. It fails on pretty much all script_model animations and AI animations so I seriously doubt it will work on player animations.
#include clientscripts\_utility;
add_light(clientNum)
{
light = spawn(clientNum, self.origin);
light makelight(self.pl);
if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
{
light setLightIntensity( 0 );
}
return(light);
}
create_lights(clientNum)
{
if(!isdefined(self.lights))
{
self.lights = [];
}
self.lights[clientNum] = self add_light(clientNum);
}
generic_flickering(clientNum)
{
}
generic_pulsing(clientNum)
{
assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
//ChrisC wants the lights off when probes are done
if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
{
self.lights[clientNum] setLightIntensity( 0 );
return;
}
on = self.lights[clientNum] getLightIntensity();
off = .05;
curr = on;
transition_on = .3;
transition_off = .6;
increment_on = ( on - off ) / ( transition_on / .05 );
increment_off = ( on - off ) / ( transition_off / .05 );
for ( ;; )
{
//ramp down
time = 0;
while ( ( time < transition_off ) )
{
curr -= increment_off;
self.lights[clientNum] setLightIntensity( curr );
time += .05;
wait( .05 );
}
//off wait time
wait( 1 );
//ramp up
time = 0;
while ( time < transition_on )
{
curr += increment_on;
self.lights[clientNum] setLightIntensity( curr );
time += .05;
wait( .05 );
}
//on wait time
wait( .5 );
}
}
generic_double_strobe(clientNum)
{
assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
}
// modified version of _lights::burning_trash_fire()
ber3b_firelight(clientNum)
{
assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
full = self.lights[clientNum] GetLightIntensity();
old_intensity = full;
while( 1 )
{
intensity = RandomFloatRange( full * 0.63, full * 1.2 );
// old values = 6, 12
timer = RandomFloatRange( 2, 5 );
for ( i = 0; i < timer; i ++ )
{
new_intensity = intensity * ( i / timer ) + old_intensity * ( ( timer - i ) / timer );
self.lights[clientNum] SetLightIntensity( new_intensity );
wait( 0.05 );
}
old_intensity = intensity;
}
}
fire_flicker(clientNum)
{
assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
{
return;
}
#/
min_delay = 0.1;
max_delay = 0.5;
if( IsDefined( self.script_delay_min ) )
{
min_delay = self.script_delay_min;
}
if( IsDefined( self.script_delay_max ) )
{
max_delay = self.script_delay_max;
}
min_intensity = 0.25;
max_intensity = 1;
if( IsDefined( self.script_intensity_min ) )
{
min_intensity = self.script_intensity_min;
}
if( IsDefined( self.script_intensity_max ) )
{
max_intensity = self.script_intensity_max;
}
intensity = self.lights[clientNum] GetLightIntensity();
curr_intensity = intensity;
for( ;; )
{
temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
time = RandomFloatRange( min_delay, max_delay );
steps = time * 20;
div = ( curr_intensity - temp_intensity ) / steps;
for( i = 0; i < steps; i++ )
{
curr_intensity -= div;
if( curr_intensity < 0 )
{
curr_intensity = 0;
}
self.lights[clientNum] SetLightIntensity( curr_intensity );
wait( 0.05 );
}
curr_intensity = temp_intensity;
}
}
init_lights(clientNum)
{
lights = GetStructArray("light", "classname");
if(isdefined(lights))
{
array_thread(lights, ::create_lights, clientNum);
println("*** Client : Lights " + lights.size);
}
else
{
println("*** Client : No Lights");
}
if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
{
return;
}
flickering_lights = GetStructArray( "generic_flickering", "targetname" );
pulsing_lights = GetStructArray( "generic_pulsing", "targetname" );
double_strobe = GetStructArray( "generic_double_strobe", "targetname" );
fire_flickers = GetStructArray( "fire_flicker", "targetname" );
fire_casters = GetStructArray( "firecaster", "targetname");
//chrisp- added for zombie_Asylum map
asylum_lights = GetStructArray("elect_light","targetname");
asylum_controlroom_light = getstructarray("elect_flicker","script_noteworthy");
if(isdefined(flickering_lights))
{
println("*** Client : " + flickering_lights.size + " flickering lights.");
array_thread( flickering_lights, ::generic_flickering, clientNum );
}
if(isdefined(pulsing_lights))
{
println("*** Client : " + pulsing_lights.size + " pulsing_lights.");
array_thread( pulsing_lights, ::generic_pulsing, clientNum );
}
if(isdefined(double_strobe))
{
println("*** Client : " + double_strobe.size + " double_strobe.");
array_thread( double_strobe, ::generic_double_strobe, clientNum );
}
if(isdefined(fire_flickers))
{
println("*** Client : " + fire_flickers.size + " fire_flickers.");
array_thread( fire_flickers, ::fire_flicker, clientNum );
}
if(isdefined(fire_casters))
{
println("*** Client : " + fire_casters.size + " fire_casters.");
array_thread( fire_casters, ::ber3b_firelight, clientNum );
}
if(isdefined(asylum_lights))
{
println("*** Client : " + asylum_lights.size + " asylum lights.");
array_thread( asylum_lights, ::asylum_light_think, clientNum );
}
if(isDefined(asylum_controlroom_light))
{
println("*** Client : " + asylum_controlroom_light.size + " control lights.");
array_thread(asylum_controlroom_light,::asylum_controlroom_light_think,clientNum) ;
}
// Adding lights for Factory. Not sure if there's a better place to do this.
//MarkM- added for nazi_zombie_factory
power_lights = GetStructArray( "light_electric", "targetname" );
if(isDefined(power_lights))
{
println("*** Client : " + power_lights.size + " power lights.");
array_thread(power_lights,::power_lights_think, clientNum);
}
// power_lights_flicker = GetStructArray( "light_electric_flicker", "targetname" );
// if(isDefined(power_lights))
// {
// println("*** Client : " + power_lights_flicker.size + " power lights flicker.");
// array_thread(power_lights_flicker,::power_lights_flicker_think, clientNum);
// }
}
//zombie asylum map stuff
asylum_light_think(clientnum)
{
self.lights[clientNum] setLightIntensity( 0 );
level waittill ("start_lights");
self.lights[clientnum] setLightIntensity( 2 );
}
asylum_controlroom_light_think(clientnum)
{
level waittill ("start_lights");
println("control room client num: " + clientnum);
self notify("stop_flicker"); // self.lights[clientnum] notify("stop_flicker");
self.lights[clientnum] setLightIntensity( 0 );
}
//
// Control light intensity for certain lights connected to the power
power_lights_think( clientNum )
{
// The lights start off
while (1)
{
level waittill( "pl1" ); // power lights on
// Turn the lights on
println("power lights on client num: " + clientnum);
if ( IsDefined( self.script_float ) )
{
self.lights[clientNum] SetLightIntensity( self.script_float );
}
else
{
self.lights[clientNum] SetLightIntensity( 1.5 );
}
level waittill( "lights_off" );
// Turn the lights off
// Turn this into a flicker later
println("power lights off client num: " + clientnum);
self.lights[clientNum] SetLightIntensity( 0.001 );
}
}
//
// Causes light to flicker after power is applied
//
power_lights_flicker_think(clientNum)
{
assertex(isdefined(self.lights) && isdefined(self.lights[clientNum]), "Light not setup before script thread run on it.");
self endon("stop_flicker"); //self.lights[clientNum] endon("stop_flicker");
/#
if ( getdvar( "r_reflectionProbeGenerate" ) == "1" )
{
return;
}
#/
min_delay = 0.1;
max_delay = 0.5;
if( IsDefined( self.script_delay_min ) )
{
min_delay = self.script_delay_min;
}
if( IsDefined( self.script_delay_max ) )
{
max_delay = self.script_delay_max;
}
// Get associated light model entity
if ( IsDefined( self.target ) )
{
self.light_model = GetEnt( clientNum, self.target, "targetname" );
}
min_intensity = 0.25;
max_intensity = 1;
if( IsDefined( self.script_intensity_min ) )
{
min_intensity = self.script_intensity_min;
}
if( IsDefined( self.script_intensity_max ) )
{
max_intensity = self.script_intensity_max;
}
intensity = self.lights[clientNum] GetLightIntensity();
curr_intensity = intensity;
model_swap_1 = intensity + min_intensity + ((max_intensity - min_intensity) / 3);
model_swap_2 = intensity + max_intensity - ((max_intensity - min_intensity) / 3);
// Start the lights at an initial intensity
println("power lights on client num: " + clientnum);
if ( IsDefined( self.script_float ) )
{
self.lights[clientNum] SetLightIntensity( self.script_float );
}
else
{
self.lights[clientNum] SetLightIntensity( 0.001 );
}
level waittill( "pl1" ); // power lights on
model = "";
for( ;; )
{
temp_intensity = intensity * RandomFloatRange( min_intensity, max_intensity );
time = RandomFloatRange( min_delay, max_delay );
steps = time * 20;
div = ( curr_intensity - temp_intensity ) / steps;
for( i = 0; i < steps; i++ )
{
curr_intensity -= div;
if( curr_intensity < 0 )
{
curr_intensity = 0;
}
self.lights[clientNum] SetLightIntensity( curr_intensity );
// Model swap check
println("*** Client : light flicker " + curr_intensity);
if ( IsDefined( self.light_model ) )
{
if ( curr_intensity < model_swap_1 )
{
model = "lights_berlin_subway_hat_0";
println("*** Client : light flicker hat 0");
}
else if ( curr_intensity > model_swap_2 )
{
model = "lights_berlin_subway_hat_100";
println("*** Client : light flicker hat 50");
}
else
{
model = "lights_berlin_subway_hat_50";
println("*** Client : light flicker hat 100");
}
if ( model != self.light_model.model )
{
self.light_model SetModel( model );
}
}
wait( 0.05 );
}
curr_intensity = temp_intensity;
}
}
// clientscripts/_load.csc
#include clientscripts\_utility;
#include clientscripts\_lights;
#include clientscripts\_music;
#include clientscripts\_busing;
levelNotifyHandler(clientNum, state, oldState)
{
if(state != "")
{
level notify(state, clientNum);
}
}
end_last_stand(clientNum)
{
self waittill("lastStandEnd");
println("Last stand ending for client " + clientNum);
if(getlocalplayers().size == 1) // No busing modifications in split screen.
{
setBusState("return_default");
}
realwait(0.7);
println("Gasp.");
PlayLocalSound(clientNum, "revive_gasp");
}
last_stand_thread(clientNum)
{
self thread end_last_stand(clientNum);
self endon("lastStandEnd");
println("*** Client : Last stand starts on client " + clientNum);
if( IsDefined( level.zombie_intermission ) && level.zombie_intermission )
{
setBusState("zombie_death");
}
else if(getlocalplayers().size == 1)
{
setBusState("last_stand_start");
realWait(0.1);
setBusState("last_stand_duration");
}
startVol = 0.5;
maxVol = 1.0;
startPause = 0.5;
maxPause = 2.0;
pause = startPause;
vol = startVol;
while(1)
{
id = PlayLocalSound(clientNum, "heart_beat");
setSoundVolume(id, vol);
realWait(pause);
if(pause < maxPause)
{
pause *= 1.05;
if(pause > maxPause)
{
pause = maxPause;
}
}
if(vol < maxVol)
{
vol *= 1.05;
if(vol > maxVol)
{
vol = maxVol;
}
}
}
}
last_stand_monitor(clientNum, state, oldState)
{
player = getlocalplayers()[clientNum];
if(state == "1")
{
if(!level._laststand[clientNum])
{
player thread last_stand_thread(clientNum);
level._laststand[clientNum] = true;
}
}
else
{
if(level._laststand[clientNum])
{
player notify("lastStandEnd");
level._laststand[clientNum] = false;
}
}
}
effects_init_thread(client, notify_name)
{
level waittill(notify_name);
println("*** Client : Starting effects system for client " + client);
clientscripts\_fx::fx_init(client);
}
main()
{
clientscripts\_utility_code::struct_class_init();
clientscripts\_utility::registerSystem("levelNotify", ::levelNotifyHandler);
clientscripts\_utility::registerSystem("lsm", ::last_stand_monitor);
level.createFX_enabled = ( getdvar( "createfx" ) != "" );
if( !isDefined( level.scr_anim ) )
level.scr_anim[ 0 ][ 0 ] = 0;
clientscripts\_global_fx::main();
clientscripts\_busing::busInit();
clientscripts\_ambientpackage::init();
clientscripts\_music::music_init();
clientscripts\_vehicle::init_vehicles();
clientscripts\_collectibles::init();
clientscripts\_russian_diary::init();
for(i = 0; i < 4; i ++)
{
level thread effects_init_thread(i, "effects_init_"+i);
}
//clientscripts\_utility::init_exploders();
// Setup global listen threads
// rfo = red flashing overlay from _gameskill.gsc
add_listen_thread( "rfo1", clientscripts\_utility::loop_sound_on_client, "breathing_hurt", 0.3, 0.7, "rfo2" );
add_listen_thread( "rfo3", clientscripts\_utility::play_sound_on_client, "breathing_better" );
add_listen_thread( "zi", ::zombie_intermission );
level._load_done = 1;
}
zombie_intermission()
{
level.zombie_intermission = true;
}
Damn ok, that's not good. Doing all those things is gonna be a pain after a whole year of work. Other maps have compiled fine so idk what's happening. Will check the files now, thanks for the help.
here's something i want to ask you guys: have you ever bought a set of PC parts or a laptop and you just regret it because of how it runs? do you have to save more cash on better stuff because of that situation? i'd usually live by the words "be happy and make use of what you have" but it's just what i'm curious about.
ohh, ok then mate i get it. If you sometime you should add it.