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Messages - xZekaHD

(Image removed from quote.)
This is the error in hand. I don't know why this happens at all and I only understand half of this.
What I think is that it cannot allocate enough memory to compile it all, but I got my memory down to 50% and it still can't do it. I have 8gb of ram aswell.

Thanks to anyone who can solve this mess. I'll credit you in my map because figuring this out would help me out so much. Thanks, again.
wait you didn't capture the entire console, if at the end of the red text it says "access is denied" then you need to go to that folder/file and make sure it is not on read-only.
7 years ago
whatever you want to change, as long as all three are the same ( name of the weapon-file + dlc3_code + zombiemode_weapons )
So yeh, easiest would be:

change this
Code Snippet
Plaintext
   add_zombie_weapon( "zombie_scavenger",          &"ZOMBIE_WEAPON_SCAVENGER_750",          750,    "vox_crappy",   8 );

to this   
Code Snippet
Plaintext
add_zombie_weapon( "scavenger",          &"ZOMBIE_WEAPON_SCAVENGER_750",          750,    "vox_crappy",   8 );

Still get the "zombie_weapon_scavenger_750"
7 years ago
dlc3_code:
Code Snippet
Plaintext
include_weapon( "scavenger" );

_zombiemode_weapons:
Code Snippet
Plaintext
add_zombie_weapon( "zombie_scavenger",                      &"ZOMBIE_WEAPON_SCAVENGER_750",             750,    "vox_crappy",   8 );


So it's either 'scavenger' or 'zombie_scavenger' ( wich i added, yes. but if your weaponfile is named different you need to change that obv ).

Yeah my weapon file is just called "scavenger", so do I have have to change the weapon file name or

do I have to change this
   add_zombie_weapon( "zombie_scavenger",          &"ZOMBIE_WEAPON_SCAVENGER_750",          750,    "vox_crappy",   8 );

to this    
add_zombie_weapon( "scavenger",          &"ZOMBIE_WEAPON_SCAVENGER_750",          750,    "vox_crappy",   8 );
8 years ago
Has to be a typo somewhere, specially if everything else works ( you get the weapon when you buy it etc ).

Did you notice the & ? If you use a localized string it's there, otherwise it's not:

Code Snippet
Plaintext
"Hold &&1 To Buy Scavenger"
&"ZOMBIE_WEAPON_SCAVENGER_750"

If you cant solve it just post all the line's you added/edited

Yeah I noticed well here these are my scripts.

_zombiemode_weapons.gsc:
http://pastebin.com/6TLQHa9W

dlc3_code.gcs:
// Bolt Action
include_weapon( "scavenger" );

Bottom of zombie.str:
REFERENCE           ZOMBIE_WEAPON_SCAVENGER_750
LANG_ENGLISH        "Press &&1 to buy Scavenger [Cost: 750]"



ENDMARKER
8 years ago
Code Snippet
Plaintext
	add_zombie_weapon( "zombie_scavenger", 		"Hold &&1 To Buy Scavenger", 			750, 	"vox_crappy",	8 );


Or if you want to do it the 'hard' way and use the localized strings:
Code Snippet
Plaintext
	add_zombie_weapon( "zombie_scavenger", 			&"ZOMBIE_WEAPON_SCAVENGER_750", 			750, 	"vox_crappy",	8 );
go to "game_root\raw\english\localizedstrings\" and find the file "zombie.str". For this to work you can't copy the file to your mods\ folder (as far as i know) so edit it right where it is, but make a backup first! Open the "zombie.str" file and go to the bottom and add these line's:

Code Snippet
Plaintext
REFERENCE           ZOMBIE_WEAPON_SCAVENGER_750
LANG_ENGLISH        "Press &&1 to buy Scavenger [Cost: 750]"


Tried both ways it still doesn't change it from "zombie_weapon_scavenger_750, but after I buy the weapon, it then changes to "For Weapon Cost[750], Ammo [1000], Upgraded Ammo[4500]
8 years ago
Hi UGX,

When I'm ingame, the scavenger I added into my map has "ZOMBIE_WEAPON_SCAVENGER_750" on the wallbuy, I want to change it to be normal like "Hold [Use] To Buy Scavenger".

Even some people in the UGX Chat tried helping but we couldn't get it fixed.
8 years ago
Then you've mistyped your kvps

Well I got it working but in game it says "ZOMBIE_COST_SCAVENGER_750"

How do I make it so it says like "Press [Use] for Scavenger"
8 years ago
You either mistyped a kvp or haven't included the weapon in the scripts thus it returns "undefined" - instead of its name

These are in my scripts:

_zombiemode_weapons.gsc
add_zombie_weapon( "scavenger",                      &"ZOMBIE_WEAPON_SCAVENGER_200",          200,   "",            0 );

dlc3_code.gsc
include_weapon( "scavenger" );

mod.csv
// Scavenger
weapon,sp/scavenger
sound,scavenger,,all_sp
8 years ago
I get
"Script Runtime Error"
"cannon cast undefined to string"
"Check console for details"

Whenever I try to make a wallbuy trigger_use for my scavenger gun

Here it it in radiant: https://gyazo.com/82af3cd214c3e279739dca516441008a
8 years ago
Hi there,

I get this error ERROR: Couldn't find material 'gold_pap_c'

when trying to build my mod and the gun I used to test this is invisible, I guess I installed it wrong, how do I do it xD
8 years ago
Basically I have some custom perk shaders I want to use, where do I put them?
8 years ago
I do think I may have saw some sort of procedural grass but I can't recall where it was or if it was even actually procedural grass lol. If anyone else knows what i'm talking about it would be a help to know where it is for me as well.
Yo reck do you know how to switch out models for the perk machines?

I have custom perk models and want to switch them out with the default ones :D
8 years ago
Okay so I ported a electric cherry model from bo2 and I have a script struct for a perk, is there a script_noteworthy for electric cherry?
8 years ago
Hey UGX, I made a very basic buildables bench you can use with your buildable scripts or just to add to your map to fill up space :)

8 years ago
Okay so I just added to models and prefabs to my map now I get this when I try to compile.

Error: Failed to export unnamed.map because Unable to process the zone file. Make sure to export from the top map and that the zone file is properly configured.


Double Post Merge: October 20, 2016, 10:44:04 pm
Okay well I've just gone into my map folder and noticed my map file is 2 fucking KB in size? How has adding some models and prefabs then saving it gone to the map being 2KB in size now? Does autosave save the map to anywhere else where I can get a backup?

Double Post Merge: October 20, 2016, 11:14:09 pm
Also here is the console:
Code Snippet
Plaintext
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\gdtdb\gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 1.306 sec

gdtDB: successfully updated database.

D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_school.map D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_school.d3dbsp

main: Enter

FPU Precision set to 64 bits
CoD2Map: T7
 Build Changelist: 2548048
 Build Machine: CODBUILD8-764
---- cod2map ----
navmesh = true
navvolume = full generation
----- FS_Startup -----
Current search path:
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\devraw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\devraw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\raw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\share\raw
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\discdata
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\devraw
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\raw
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\discdata
D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\bin\main
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\main
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\players
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\zone
D:/SteamLibrary/steamapps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_school.map
Layer '000_Global/No Comp' ignored

reveal volume decal texture 1x1, 9 bytes. 0 packed 0 unpacked. 0 voldecals.

splitting up large himip volumes...
    surfCount went from 0 to 0

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0


Umbra Tome Triggers: 0 total


begin navmesh generation...

tome "__default__", UMBRA volume NOT set - defaulting to = -1000000.0,-1000000.0,-1000000.0 ---> 1000000.0,1000000.0,1000000.0
UMBRA smallest_occluder=72.000 small_hole=4.000
removed 0 duplicate triangles from set of 0 - 0.0 seconds
generating Nav Mesh ...
Removing tiny boundary edges...
 done - 0.0 seconds
WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.
ERROR: Unable to generate navigation mesh. Return code: 1

Writing D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_school.d3dbsp
    0 seconds elapsed
main: 0.219236 secs

D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\bin\radiant_modtools.exe -ledSilent +medium +localprobes +forceclean +recompute D:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\\map_source\zm\zm_school.map

Error: Failed to export unnamed.map because Unable to process the zone file. Make sure to export from the top map and that the zone file is properly configured.
8 years ago
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