UGX-Mods

Call of Duty 5: World at War => Help Desk => Scripting => Topic started by: GeneralJJ on September 08, 2013, 02:19:20 pm

Title: Risers not rising. Correctly.
Post by: GeneralJJ on September 08, 2013, 02:19:20 pm
Ok, I am having nothing but issue with these ducking risers.

I Copy a spawner for a zone.
Add scrip_string:riser.


Make a script_struct.
Targetname:start_zone_spawners_rise
Script_string:find flesh.

Now, they don't rise, the spawner just spawns the zombies and they stand there.

I changed the targetname to zombie_rise. And they then rise, but, they rise at any struct in or out if the activated and deactivated zones as well.

Also, wen in the 2nd zone. Dogs spawn in the start zone and not the zone I'm in. Do I need a new dog spawner linked to each zone? Or does 1 control every zone.
Title: Re: Risers not rising. Correctly.
Post by: SajeOne on September 08, 2013, 02:51:48 pm
For risers first make sure that for each zone you have an actor that's linked to the zone by adding the kvp on the info_volume:

Code Snippet
Plaintext
 K: "target" V: "*ZONENAME*_spawners" 

make sure the actors have the additional kvp to the default ones:

Code Snippet
Plaintext
 K: "script_string" V: "riser" 

Then create a script struct and give it the KVP of:
Code Snippet
Plaintext
 K: "targetname" V: "*ZONENAME*_spawners_rise" 

Optional: If you want the spawners to ignore windows then add the KVP:
Code Snippet
Plaintext
 K: "script_noteworthy" V: "find_flesh" 

Make sure the zonename for the *ZONENAME*_spawners_rise kvp is correct to what zone the struct is inside.

As for dogs the reason that's happening is you probably have zone 2 dog spawns in your start zone. As for the actor you only need one dog actor in a map.
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on September 08, 2013, 02:58:58 pm
I have done all that sajeone. I have used UGX Script placer and used sniper bolts map. Added the riser structs, an correct kvps and nothing. Spawner spawns outside mat and stands there.   Not sure if a script is missing for me for that kvp to work on structs
Title: Re: Risers not rising. Correctly.
Post by: KDXDARK on September 08, 2013, 04:23:46 pm
i am making a tutorial, just wait a few minutes.
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on September 08, 2013, 07:05:25 pm
I have done it exactly how u said about making the risers, nothing i do works. there is somthing else amiss here.

The only way i can get Zombies to rise is by giving the Script_struct  kvps of  targetname : zombie_rise   but as i sed this causes them to spawn at any struct they like in open an locked zones.

My ISP has been off since friday night and i  cant post my gsc or entity window with the the kvps in. Im on works PC atm.

I had noticed in Treminaors riser Tut on the wiki that at 0:55 seconds in,  the kvps are different to the 1's he enters at 2:02.

could some1 please post a GSC that has the risers working so i can compare whilst my isp is offline.

Cheers JJ
Title: Re: Risers not rising. Correctly.
Post by: daedra descent on September 08, 2013, 08:27:22 pm
I have done it exactly how u said about making the risers, nothing i do works. there is somthing else amiss here.

The only way i can get Zombies to rise is by giving the Script_struct  kvps of  targetname : zombie_rise   but as i sed this causes them to spawn at any struct they like in open an locked zones.

My ISP has been off since friday night and i  cant post my gsc or entity window with the the kvps in. Im on works PC atm.

I had noticed in Treminaors riser Tut on the wiki that at 0:55 seconds in,  the kvps are different to the 1's he enters at 2:02.

could some1 please post a GSC that has the risers working so i can compare whilst my isp is offline.

Cheers JJ

Had this issue the first time i added risers. I fixed it by adding: TARGETNAME ZONENAME_spawners_rise to the script_struct.

I think Saje and a few people where saying that you only need one riser spawner for your whole map, but as far as i know, risers are a zone specific thing just like regular zombie spawners, meaning that you need one per zone. Could be wrong about this though.

Anyway, heres a link to a map that i made with WORKING zones: http://pastebin.com/Rx2gpnwG (http://pastebin.com/Rx2gpnwG)
Title: Re: Risers not rising. Correctly.
Post by: KDXDARK on September 08, 2013, 08:37:26 pm
http://ugx-mods.com/forum/index.php?topic=1083.msg10182;topicseen#new (http://ugx-mods.com/forum/index.php?topic=1083.msg10182;topicseen#new)

or download my map to see.
Title: Re: Risers not rising. Correctly.
Post by: SajeOne on September 08, 2013, 08:46:31 pm
Had this issue the first time i added risers. I fixed it by adding: TARGETNAME ZONENAME_spawners_rise to the script_struct.

I think Saje and a few people where saying that you only need one riser spawner for your whole map
Don't know when I said that. You do need one actor for each zone with the targetname kvp equal to the info volumes target kvp. Ex. start_zone_spawners. Each of the actors that will rise needs the KVP "script_string" "riser" and then you need to create script structs with the kvp of "targetname" "*ZONENAME*_spawners_rise" and optionally if you don't want them to go to a window "script_noteworthy" "find_flesh".
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on September 08, 2013, 09:16:12 pm
I appreciate all reply guys, but the same answers keep coming up, and im not gettin anywhere,

Could some1 please make a map using the UGX script placer with Sniperbolts map, add the Riser KVP to a spawner and  add riser structs and let me know if they have any issues
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on September 11, 2013, 08:43:03 pm
my test .gsc

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_zt_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_zt_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"MOD_INTRO";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone("start_zone","redroom","s_t_r");
add_adjacent_zone("start_zone","blueroom","s_t_b");
add_adjacent_zone("blueroom","greenroom","b_t_g");
add_adjacent_zone("redroom","greenroom","r_t_g");
add_adjacent_zone("greenroom","redroom","g_t_r");
add_adjacent_zone("greenroom","blueroom","g_t_b");

/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}

and heres a couple shots of editor values for structs and spawners

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi376.photobucket.com%2Falbums%2Foo201%2FZarkreth%2Fspawners.jpg&hash=55fb347c8dfe91d758fabe1bd5bbb3ee997aae1c) (http://s376.photobucket.com/user/Zarkreth/media/spawners.jpg.html)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi376.photobucket.com%2Falbums%2Foo201%2FZarkreth%2Fstruct.jpg&hash=4224d6094e229888908686ed1bb8155b109500ae) (http://s376.photobucket.com/user/Zarkreth/media/struct.jpg.html)
Title: Re: Risers not rising. Correctly.
Post by: codmoddd1234 on September 12, 2013, 04:41:54 am
In your gsc it looks like you are missing "enter_" where you list your zones.
it also looks like your listing 3 zones per line assuming s_t_r is a  zone.
Make a copy of your gsc to your desktop
Try this in your gsc


Code Snippet
Plaintext
add_adjacent_zone("start_zone", "redroom", "enter_redroom") ;
add_adjacent_zone("redroom", "greenroom", "enter_greenroom");

You will have to adjust the rest of your zone entries in your gsc to follow this pattern.
compile map and patch, build mod. Test.
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on September 12, 2013, 10:24:31 am
Changed my GSC....
Zones work the same as before, each zone I enter spawns the normal zombies, the dog spawners work aswell, I run from room to room and they spawn as I go.
Still no joy with the riser spawners. they still spawn at the the actors location


Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_zt_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_zt_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"MOD_INTRO";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone("start_zone","redroom","enter_redroom");
add_adjacent_zone("redroom","greenroom","enter_greenroom");
add_adjacent_zone("greenroom","blueroom","enter_blueroom");

/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );
}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}

Have jus taken start_zone risers out still not working in other zones

only way I get them to rise is changingthe KVP from *ZONENAME*_spawners_rise,  to zombie_rise but they then spawn in locked zones. Ive read the _zombiemode_spawner.gsc and _zombiemode_znoe_manager.gsc and it looks good to me. The scripts r there to call for the riser to be targeted to the zone. but its not working.

to say im a bit pissed off is an understatement >:(
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on October 12, 2013, 09:47:18 am
Still not having any luck with this
Could some1 pls zip up, or post their  _zombiemode_spawner.gsc and _zombiemode_zone_manager.gsc  :alone:
Title: Re: Risers not rising. Correctly.
Post by: daedra descent on October 12, 2013, 01:36:06 pm
Still not having any luck with this
Could some1 pls zip up, or post their  _zombiemode_spawner.gsc and _zombiemode_zone_manager.gsc  :alone:

You wouldn't by any chance be using the UGX scripts? I ask because when I got bored and tried to test them out, risers on my map stopped rising, even though they had the correct KVP's and worked with Sniperbolts.
Title: Re: Risers not rising. Correctly.
Post by: treminaor on October 12, 2013, 02:09:28 pm
You wouldn't by any chance be using the UGX scripts? I ask because when I got bored and tried to test them out, risers on my map stopped rising, even though they had the correct KVP's and worked with Sniperbolts.
This is the second or third time you've tried to blame UGX Scripts for a problem without ever starting a thread about it or trying to let us know. How do you expect it to get fixed if you never say anything directly to us...

As far as risers in our scripts, we did not edit risers and they work fine. Comosea uses the same base script package that you guys get in UGX Mod v1.0.3 and risers work fine. Nearly every UGX Mod v1.0.3 released so far has chosen to include risers, which work.
Title: Re: Risers not rising. Correctly.
Post by: daedra descent on October 12, 2013, 02:31:34 pm
This is the second or third time you've tried to blame UGX Scripts for a problem without ever starting a thread about it or trying to let us know. How do you expect it to get fixed if you never say anything directly to us...

As far as risers in our scripts, we did not edit risers and they work fine. Comosea uses the same base script package that you guys get in UGX Mod v1.0.3 and risers work fine. Nearly every UGX Mod v1.0.3 released so far has chosen to include risers, which work.

It was actually the first time using the scripts, and they work flawless - minus a lot of FX loaded into the map resulting in an FX limit (for me), and the spawner risers not working, which could simply be because of a different KVP than what sniperbolts scripts use. I meant no harm by asking that question, was only trying to help.
Title: Re: Risers not rising. Correctly.
Post by: GeneralJJ on October 13, 2013, 10:08:22 am
Ok, Ive got them working.

1stly, Ive never blamed UGX scripts for anything, without them I would have never got any maps running.

and 2nd, I followed this post http://ugx-mods.com/forum/index.php?topic=32.0 (http://ugx-mods.com/forum/index.php?topic=32.0) and now my risers rise just like they should do. In zones, with the proper kvps  ;D
I ofc copied the _zombiemode_spawner.gsc to the mods folder of my map, edited it and included it in the mod build. I never touched the stock .gsc


I only asked for other ppls .gsc to compare them :)
Title: Re: Risers not rising. Correctly.
Post by: treminaor on October 13, 2013, 05:25:07 pm
Ok, Ive got them working.

1stly, Ive never blamed UGX scripts for anything, without them I would have never got any maps running.
I was talking about daedra descent, not you.

and 2nd, I followed this post http://ugx-mods.com/forum/index.php?topic=32.0 (http://ugx-mods.com/forum/index.php?topic=32.0) and now my risers rise just like they should do. In zones, with the proper kvps  ;D
I ofc copied the _zombiemode_spawner.gsc to the mods folder of my map, edited it and included it in the mod build. I never touched the stock .gsc


I only asked for other ppls .gsc to compare them :)
Glad you got it fixed.