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Topics - ERAWEX

Hi there,

I have implemented two boss zombies into my map and they both work fine for a certain amout of time. Past round 30/31/32/33 none of them will spawn anymore and I have tried to figure out why but can't find an answer. It seems to not be directly related to the rounds but to the time that has past ingame to get there. Would anyone know whats causing this?

Any help on this issue would be greatly appreciated!
ERAWEX
48 days ago
Hello there,

I have added some looping sound emitters to my map and for some reason the sounds are looping in to each other, meaning the sound gets lounder/more agressive until the sound is almost unbearable to hear. Is there a way to just loop the sound how it is like let the sound playout fully and then just play it again?

The sound im using is just shy of 3 seconds long idk if that's important.

Any help would be appreciated.

ERAWEX
50 days ago
Hi there,

I have made a solo loading screen for my map and it works perfectly. Now the problem is, if I make a installer and send it to a friend, they don't have the loading screen when they play solo. 

I thinks it's because the loading screen file is located in ROOT/main/videos with all the other .bik files which means it's not included in the mod.

My question is then, is it possible to add the .bik file to the mod so other people who play the map in solo will have the loading screen instead of the standard activision one? 

Thank you for your time.

ERAWEX
51 days ago
Hi there,

Im looking to give the player who triggers the trigger a weapon as part of an easter egg. 

I have a script that works but if one player triggers the trigger all players in the game get the weapon. 

eeScript()
{
    eeTrigger = GetEnt("ee_trigger", "targetname");
        eeTrigger waittill("trigger");
        eeTrigger Delete();
        players = get_players();
        for(i=0;i<players.size;i++)
        {
        players[i] GiveWeapon("tesla_gun_upgraded");
        players[i] SwitchToWeapon("tesla_gun_upgraded");
    }
}
Would anyone know how to modify the script in order to only give the weapon to the person/player who triggers the trigger?
Thanks for any help.
ERAWEX
57 days ago
HI there,

I have recently added some custom weapons to two of my maps One test map and one proper map. The sounds and weapon work fine on the test map but on the proper map,
the only the pack a punched version of the weapon is in the map even when using give custom_weapon in consol + no sound of the weapon is in the game.

Ive ticked it in the IWD file list, ive checked the dlc3 code and the _weapons file and they seem good. The soundalias is just the way its sopposed to be since it workes on the test map. Would anyone know why only the PAP version of a gun appears and why theres no sound even though everything else works on other maps?

Thank you for your time any help is appreciated.

ERAWEX
58 days ago
Hi,

I have been trying to get a pice of music to play ambiently throughout the map, yet it never seems to workout no matter what I try.

I completed Marsvinking's Ambient sound tutorial and it doesn't seem to work.

Does anyone have a .csv that works and knows what else needs to be done in order to get ambient music?

This is the .csv that im using right now.
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold,distance_lpf

# Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
shi_amb,,ambient/shi_amb.wav,1,0.9,1,1,1,,,,,,,ambience,,2d,,,,,,,curve2,,,,,,,,looping,,all_sp,,,,,,,,,ambience,,,,,,,,,,,,,
Thanks for your help
ERAWEX
73 days ago
SHI NO MORI 2.0​​​​​​


A cross between Nacht der Untoten, Shi No Numa and Mob of the Dead.

Shi No Mori is a complete recreation of the first zombies map released by Treyarch, with some slight alterations. 
You have access to the outside and have a room dedicated to the power switch.
With an array of perks from almost all treyarch games, custom weapons, songs and easter eggs, Shi No Mori enhances the experience of 
Nacht der Untoten to a whole new level. 

The Map plays well and should give you some nostalgia while also giving you a feeling of freshness. 

You can decide how you want to play the map. There are three main ways to play: 

- Classic: Play just like in the old days and do not open any additional space so only the classic Nacht der Untoten layout can be played.

- Embracing the additons: Open the entire map and enjoy an easier gameplay.

- OP Mode: Completing the easter eggs to gain access to the secret rooms and stock up on perks and weapons.

Creator of the map:

ERAWEX










Sorry but you are not allowed to view spoiler contents.

Sorry but you are not allowed to view spoiler contents.

Sorry but you are not allowed to view spoiler contents.

Download Version 2.0 (T4M Required)

www.mediafire.com


For the people asking: Yes, the map was created from scratch by me. I took a lot of screenshots from nacht to rebuild the entire map myself.

If you come across any issues, bugs or have any questions please send me a message or leave a comment.

Enjoy!

- ERAWEX

Speedrun by Erwin T.


90 days ago
Hello there,

Within my game for some reason a couple of sounds don't work or are missing.
For example: The sizzling noise zombies make when burning, footsteps on certain terrain, when the power gets switched on there is no sound and many more.

They are always very specific and seem to be completely radom.

Would anyone know why this occurs?  

I have tried adding the soundaliases to the mod.csv but not luck. (exp. sound,character,,all_sp)

Thanks for your help

ERAWEX
96 days ago
Hi there,

I have recently added radios to my map and for some reason the sound/music will not play after activating the radio trigger.

I have converted the sounds correctly, ticked them in the IWD file list  etc.

This is the script in the mapname.gsc
radio1()
{
    radio = getEnt("radio1", "targetname"); //this is the radio model that the sound will come from
    radio_trigger = getEnt("radio1_trigger", "targetname"); //the trigger that you will use to start the sound

    radio_trigger setCursorHint("HINT_NOICON");
        radio_trigger UseTriggerRequireLookAt();
        radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring
   
    for(;;)
    {
        radio_trigger waittill("trigger");

        if( level.radio_playing == 0 )
        {
            level.radio_playing = 1;
            radio_trigger disable_trigger();

            radio playsound("radio1");

            wait 330; //change this to the length of your sound
         
            radio_trigger enable_trigger();
            level.radio_playing = 0;
        }

        if( level.radio_playing == 1 )
        {
            iprintln("Please wait until other radios have finished playing");
            wait 5;
        }
    }
}
This is the soundalias
name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

#2d sounds
radio1,radios\radio1.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,,
radio2,radios\radio2.wav,,,1,1,,,,,,,music,,,0,,,,,,,2d,streamed,,,master,,,,,,,music_all,,,,,,,,,,,,90,90,0.25,1,,


#3d sounds
#radio1,radios\radio1.wav,,,1,1,50,200,,,,,music,,,0.8,1800,,curve0,1,1,,3d,streamed,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,,
#radio2,radios\radio2.wav,,,1,1,50,200,,,,,music,,,0.8,1800,,curve0,1,1,,3d,streamed,,,,,,,,,,,,,100,200,0.5,0.25,,,,,,90,90,0.25,1,,


#full_vol - for sound effects
#music - for music
#voice - for dialog
Would anyone know what is wrong?
Any assistance is greatly appreciated
- ERAWEX
99 days ago
Hi,

While adding a new weapon to one of my maps I ran into a script runtime error.

while compiling it gives me this error:
ERROR: xmodel 'dempsey_viewhands' not found
    failed loading xmodel 'dempsey_viewhands' for asset 'sp/mortar_strike' found in source file '../zone_source/mod.csv'
    failed loading 'dempsey_viewhands' of type 'xmodel' found in source file '../zone_source/mod.csv'
    failed loading 'sp/mortar_strike' of type 'weapon' found in source file '../zone_source/mod.csv'

When compiling is finished it tells me that there is a script runtime error and that it cannot find the item "mortar_strike" or the weapon itself.

Would anyone know what's wrong?

ERAWEX

This is the console: https://imgur.com/a/5vNxmE7
130 days ago
Hi there,

I have created a sun for one of my most recent maps and when loading in the sun won't "shine" and cast any shadows on to the brushes. The models I have placed
seem to receive the light yet don't produce any shadows.

I have placed reflection probes and encased the whole map with a light grid.

Within radiant the shadows seem to be present but only if I am at a point where Im in the light, if that makes any sense.

Would anyone know why this is?

- ERAWEX
134 days ago
Hi everyone,

A few days ago I imported some xmodels from bo2 to waw.

In Radiant and after compiling the map from the launcher the models look as they should. I now made the map in to an .exe with the UGX Installation Creator v1.1 and all the Imported xmodels are not textured in game, they are just white (blank).

Does anyone know whats going on?

ERAWEX
606 days ago
Hi everyone,

I have gotten a compiling error (Error -1073741819) and I have no clue what has caused it and how I can fix it.

For some reason the compiling process stop's as it is trying to finish the last task on the console. (splitting windings into lightable areas...)

Could anyone help?

Thanks.

This is the console of my launcher

---- cod2map ----
----- FS_Startup -----
Current search path:
D:\Steam\steamapps\common\Call of Duty World at War\bin/main
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_27.iwd (60 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_26.iwd (522 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_25.iwd (139 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_24.iwd (502 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_23.iwd (3 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_22.iwd (529 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_21.iwd (13 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_20.iwd (69 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_19.iwd (52 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_18.iwd (51 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_17.iwd (42 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_16.iwd (44 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_15.iwd (145 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_14.iwd (655 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_13.iwd (400 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_12.iwd (453 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_11.iwd (366 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_10.iwd (549 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_09.iwd (413 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_08.iwd (484 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_07.iwd (755 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_06.iwd (537 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_05.iwd (569 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_04.iwd (711 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_03.iwd (743 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_02.iwd (694 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_01.iwd (350 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\iw_00.iwd (808 files)
D:/Steam/steamapps/common/Call of Duty World at War//main
D:/Steam/steamapps/common/Call of Duty World at War//main_shared
D:\Steam\steamapps\common\Call of Duty World at War\bin/raw
D:\Steam\steamapps\common\Call of Duty World at War\bin/raw_shared
D:\Steam\steamapps\common\Call of Duty World at War\bin/devraw
D:\Steam\steamapps\common\Call of Duty World at War\bin/devraw_shared
D:/Steam/steamapps/common/Call of Duty World at War//raw
D:/Steam/steamapps/common/Call of Duty World at War//raw_shared
D:/Steam/steamapps/common/Call of Duty World at War//devraw
D:/Steam/steamapps/common/Call of Duty World at War//devraw_shared
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw06.iwd (1804 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw05.iwd (1246 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw04.iwd (363 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw03.iwd (28 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw02.iwd (3163 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw01.iwd (5164 files)
D:\Steam\steamapps\common\Call of Duty World at War\main\localized_english_iw00.iwd (4592 files)
D:/Steam/steamapps/common/Call of Duty World at War//raw/english
D:/Steam/steamapps/common/Call of Duty World at War//devraw/english

File Handles:
----------------------
27018 files in iwd files
Loading map file D:\Steam\steamapps\common\Call of Duty World at War\map_source\YokotaAirBase.map
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 3 tiny portals
node reference point 1216.31 0.00 448.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 4 tiny portals
node reference point 832.00 -1920.00 -230.50
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
WARNING: node without a volume
node has 0 tiny portals
node reference point 0.00 0.00 0.00
**********************
******* leaked *******
**********************


================================

WROTE BSP LEAKFILE: D:\Steam\steamapps\common\Call of Duty World at War\map_source\YokotaAirBase.lin

================================


finding triangle windings...
assigning primary lights...
finished in 82 seconds
splitting windings into lightable areas...
1123 days ago
Hi everyone,

I have used a script from a youtube tut. everything was fine until the bad syntax error poped up. I checked the script and I cannot find the error. Could anyone help?

The error reads: "Bad Syntax {" that's it.

This is the script that I placed in the MAPNAME.gsc:

radio1()
{
radio = getEnt("radio1", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio1_trigger", "targetname"); //the trigger that you will use to start the sound

radio_trigger setCursorHint("HINT_NOICON");
    radio_trigger UseTriggerRequireLookAt();
    radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring

for(;;)
{
radio_trigger waittill("trigger");

if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();

radio playsound("radio1");

wait 366; //change this to the length of your sound

radio_trigger enable_trigger();
level.radio_playing = 0;
}

if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}
radio2()
{
radio = getEnt("radio2", "targetname"); //this is the radio model that the sound will come from
radio_trigger = getEnt("radio2_trigger", "targetname"); //the trigger that you will use to start the sound

radio_trigger setCursorHint("HINT_NOICON");
    radio_trigger UseTriggerRequireLookAt();
    radio_trigger setHintString("Press &&1 to activate radio"); //remove this if you don't want a hintstring

for(;;)
{
radio_trigger waittill("trigger");

if( level.radio_playing == 0 )
{
level.radio_playing = 1;
radio_trigger disable_trigger();

radio playsound("radio2");

wait 10; //change this to the length of your sound

radio_trigger enable_trigger();
level.radio_playing = 0;
}

if( level.radio_playing == 1 )
{
iprintln("Please wait until other radios have finished playing");
wait 5;
}
}
}
1164 days ago
Hi everyone!

I have a problem with my riser's, they spawn correctly but won't start walking or attacking my player. I have set all the pathnodes right, also the scipt with "find_flesh" is fine. I can't explain why they won't move/walk.

Could anyone help?

Thanks.
1193 days ago

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