I really don't know if I did anything wrong honestly. I just made one room in radiant, built the mod and map, and then tried to play it for a quick test. But if anyone knows a solution, that would be really helpful.
Old post but I thought about bringing this up anyway since I have the same issue.
Note in console it says "Model: cg_~~" the model passed is a dvar which isn't correct. I spent some time on this issue and haven't been able to figure out where it comes from though the issue comes from a certain combination of xmodels based on what trem had said when I was working on it a while back. I may look at it again (I should) but I don't know if I'll be able to figure out anything new again.
Still got the same problem when I try to play a map I made, that has any perk machines. I turned on developer mode and it says it has to do with a runtime error. So I guess it has to do with this part of the log:
I hope someone can figure out the problem anyway, because I really want to create a map with ugx 1.1
Still got the same problem when I try to play a map I made, that has any perk machines. I turned on developer mode and it says it has to do with a runtime error. So I guess it has to do with this part of the log: (Image removed from quote.)
I hope someone can figure out the problem anyway, because I really want to create a map with ugx 1.1
Does this:
Code Snippet
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model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute { machines = getEntArray("zombie_vending", "targetname");
if(!isDefined(machines) && machines.size <= 0) return; for(i=0; i<machines.size; i++) { model = getEnt(machines[i].target, "targetname"); if(isDefined(model.script_noteworthy)) model setModel(model.script_noteworthy); }
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute { machines = getEntArray("zombie_vending", "targetname");
if(!isDefined(machines) && machines.size <= 0) return; for(i=0; i<machines.size; i++) { model = getEnt(machines[i].target, "targetname"); if(isDefined(model.script_noteworthy)) model setModel(model.script_noteworthy); }
My game doesn't crash anymore, but the map doesn't load. Bad syntax error, but thanks for trying I guess? ^^; Anyone else have any ideas?
Can you post a picture of the error in the console(with developer enabled)? Probably missed a bracket somewhere.
Edit: Think i fixed it. None of the UGX maps that i have work ATM so i can't test anything.
Code Snippet
Plaintext
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute { machines = getEntArray("zombie_vending", "targetname");
if(!isDefined(machines) && machines.size <= 0) return; for(i=0; i<machines.size; i++) { model = getEnt(machines[i].target, "targetname"); if(isDefined(model) && isDefined(model.script_noteworthy)) model setModel(model.script_noteworthy); }
Can you post a picture of the error in the console(with developer enabled)? Probably missed a bracket somewhere.
Edit: Think i fixed it. None of the UGX maps that i have work ATM so i can't test anything.
Code Snippet
Plaintext
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute { machines = getEntArray("zombie_vending", "targetname");
if(!isDefined(machines) && machines.size <= 0) return; for(i=0; i<machines.size; i++) { model = getEnt(machines[i].target, "targetname"); if(isDefined(model) && isDefined(model.script_noteworthy)) model setModel(model.script_noteworthy); }
Played Necro City today with Relaxing and noticed 2 bugs, that are probably mod issues (as both features are in Requiem) 1. Getting Hacker from box replaces your other primary weapon and you lose it, when swapping weapons 2. Elemental teleporter only works on host, if host is in radius. Other players get the electric screen and screen goes black, but instead of teleporting to Elemental room, they stay in teleporter
model_swap_machines() //UGXM-19 model swapping for the BO1/2 models we don't have permission to redistribute { machines = getEntArray("zombie_vending", "targetname");
if(!isDefined(machines) && machines.size <= 0) return; for(i=0; i<machines.size; i++) { model = getEnt(machines[i].target, "targetname"); if(isDefined(model) && isDefined(model.script_noteworthy)) model setModel(model.script_noteworthy); }
Played Necro City today with Relaxing and noticed 2 bugs, that are probably mod issues (as both features are in Requiem) 1. Getting Hacker from box replaces your other primary weapon and you lose it, when swapping weapons
Looks like its caused by the treasure_chest_give_weapon function. It calls weapon_give but since it isn't threaded treasure_chest_give_weapon just keeps running after weapon_give returns from calling giveHacker().
Atleast, thats the only thing i can think of that could be causing that to happen...
Last Edit: February 29, 2016, 12:12:46 am by daedra descent
For the next patch can you remove semtex from the box and fix the Headless hazmats? I tried doing it myself alot already but cant seem to figure it out
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just uploaded a new version of the mod. should fix the issues people are having with the start game and/or save settings buttons being invisible. remember to continue copying your ugx_userconflig.cfg and defaultXboxControls.cfg into your appdata/mods/mapname folder if they are missing before releasing your map.
When I launch the game I still have to go into the ugx settings menu and change stuff, then click save and close in order to see the "Start Game" button. I have to do this every time I launch Call of Duty. Also the "New" text is always beside the settings button. No matter what I try the new text never goes away and I always have to save and close my settings to see the start button.
It seems like a small issue but if I were to release a map using the mod I would get a million complaints about not being able to start the game. lol