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Messages - kamalam

When I load up my map ingame it crashes the game. No Errors, it just closes itself!

I know it has to do something with radiant but I dont know what.

Here is my Log when I compile the map (No extra scripts, no custom weapons)

Code Snippet
Plaintext
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\gdtdb\gdtdb.exe /update

gdtDB: updating

processed (0 GDTs) (0 assets) in 1.345 sec

gdtDB: successfully updated database.

C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_test.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:
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\share\devraw
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\bin\devdiscdata
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\bin\devraw
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\bin\raw
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\share\raw
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\bin\discdata
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\devdiscdata
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\devraw
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\raw
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\discdata
C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\bin\main
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\main
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\players
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\zone
C:/Program Files (x86)/Steam/SteamApps/common/Call of Duty Black Ops III/pc/\local_storage
----------------------
Connected to data signature database
Loading map file C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map
Layer '000_Global/No Comp' ignored

E
RROR: in map: C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map
ERROR: Entity 643 misc_prefab at (1558 -396 52) has no model

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

restricting BSP to sky brushes
**********************
******* leaked *******
**********************


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

WROTE BSP LEAKFILE: C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.lin

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


finding triangle windings...
assigning primary lights...
splitting windings into lightable areas...
coalescing coincident windings...
removing occluded winding fragments...
finding sun shadow casters...
splitting large windings...
merging into concave windings...

fixing t-junctions...
tethering holes to their concave windings...
finding index mapping and snapping vertices...
triangulating all windings...
0 self-tjunctions fixed
0 degenerate tris removed
smoothing normals...
emitting triangles...
0 vertices couldn't be merged because the textures point different ways
emitting cells and portals...

building curve/terrain collision...
Adding brush neighbor bevels...
Removing redundant brush collision planes...
removed 22 brush sides
elapsed time 0 seconds
Finished processing world entity


Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 17
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 301

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1055
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1062

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1187

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1190
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1281
Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1477

Ignoring empty brush model entity
Map C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map entity 1748
splitting up large himip volumes...

    surfCount went from 17 to 152

Umbra Visibility Groups: 1 groups

<worldvisgroup>      0

begin navmesh generation...

Umbra Tome Triggers: 0 total



UMBRA smallest_occluder=72.000 small_hole=4.000
removed 30 duplicate triangles from set of 5412 - 0.0 seconds
generating Nav Mesh ...
Removing tiny boundary edges...

 
done - 0.2 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.

Writing C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_test_navmesh.hkt
Writing C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_test_navvolume.hkt
Writing C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\share\raw\maps\zm\zm_test.d3dbsp
    2 seconds elapsed
main: 1.564 secs

C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\bin\radiant_modtools.exe -ledSilent +high +localprobes +forceclean +recompute C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map

LED Exported for C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\map_source\zm\zm_test.map

C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\\bin\linker_modtools.exe -language english -language german -modsource zm_test

Linking "zm_test" (usermaps\zm_test stable 2535893 v593):
processing...

^1ERROR: in map: c:\program files (x86)\steam\steamapps\common\call of duty black ops iii\\map_source\zm\zm_test.map

  col_map:maps/zm/zm_test.d3dbsp
^1ERROR: Entity 643 misc_prefab at (1558 -396 52) has no model
  col_map:maps/zm/zm_test.d3dbsp

^3WARNING: "zmcore_bgb_machine" is not a valid zbarrier

  zbarrier:zmcore_bgb_machine
    col_map:maps/zm/zm_test.d3dbsp

^3Found 1 bad nodes, 0 useless nodes, dumped to C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\/usermaps\zm_test/zone_source/all/assetinfo/zm_test.badnodes file.

  game_map:maps/zm/zm_test.d3dbsp

^3Found 14 bad bulletmeshes, dumped to C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty Black Ops III\/usermaps\zm_test/zone_source/all/assetinfo/zm_test_bulletreport.csv file.

done: 0m14.16s

Linking "en_zm_test" (usermaps\zm_test stable 2535893 v593):
processing...
done: 0m3.15s

Linking "ge_zm_test" (usermaps\zm_test stable 2535893 v593):
processing...
done: 0m2.65s
7 years ago
Hmmm isnt there a command to change the viewmodel?
8 years ago
You could get an array for the boxes(getentarray) and then thread the function on each one using "for"
Tried that. didnt worked
8 years ago
I already got a model but I cant find a way to change the old ones to mine. I want to give it to all 4 players.
8 years ago
My Script only plays the animations I referenced on the first Object. I already tried to change the objects names but it still only played the animation on soulbox_mystic_1. All Prefabs and entitys are perfect! Maybe I forgot something in the APE.

Here is my script:

Code Snippet
Plaintext
soul_chest_area_1 = getent( "soulchest_area_mystic_1" , "targetname") ;
if(self IsTouching( soul_chest_area_1 ) && !level.boxfinished_1){
soulbox_mystic_1 = GetEnt( "soulbox_mystic_1" , "targetname");
soul_chest_area_1 playSound("zombie_soulbox_kill");
level.kills_1 += 1;
if(level.kills_1 == 1 && !level.boxopen_1){
soulbox_mystic_1 useanimtree(#animtree);
soulbox_mystic_1 AnimScripted("soulbox_open", soulbox_mystic_1.origin, soulbox_mystic_1.angles, level.scr_anim["o_zombie_dlc4_challenge_box_open"]);
level.boxopen_1 = true;
soulbox_mystic_1 playSound("zombie_soulbox_open");
}
else if(level.kills_1 >= level.neededkills && level.boxopen_1){
level.boxopen_1 = true;
level.boxfinished_1 = true;
soulbox_mystic_1 useanimtree(#animtree);
soulbox_mystic_1 AnimScripted("soulbox_close", soulbox_mystic_1.origin, soulbox_mystic_1.angles, level.scr_anim["o_zombie_dlc4_challenge_box_close"]);
players = GetPlayers();
for(i = 0; i < players.size; i++){
players[i].score += level.reward;
}
soulbox_mystic_1 playSound("zombie_soulbox_finished");
checkboxes();
}

}

This is inside a function that checks if a zombie is inside a trigger-radius! PLS HELP ME
8 years ago
I didn't look into spawner when I did this, cause I'm a bit gun shy from the previous bugs and stuff, perhaps after beta, but what I did in the mean time is get an array of zombies continuously, in a while loop, and then thread a function on each of them in a foreach loop. In this function I would check if a specific attribute was defined, and if it wasn't, then I would define it and thread a function that would waittill death and do what I wanted, or what ever you want to do with this zombie, waittill damage or whatever. If the attribute was defined, I would simply return, meaning I was already tracking this zombies life.

In waw I didn't do things this way, I edited zombiemode or spawner, I forget already which, when they were damaged I would thread my function with my checks.

Here's a similar example:
Code Snippet
Plaintext
function TrackZombies(){
while(1){
zombies = GetAiSpeciesArray( "axis", "all" );
for(i=0;i<zombies.size;i++){
if(isdefined(zombies[i].mytracking)) continue;
else zombies[i] thread WatchMe();
}
wait(.05);
}
}
function WatchMe(){
        self.mytracking = true;
//self endon("death");
//while... do stuff
//or
// self waittill("death");
//do stuff
}

Once more is sorted out, I would rather just use a function already thread on each zombie as they spawn.

Thx it worked perfectly :)
8 years ago
How can I detect if a zombie is killed by a player or if he dies in a special area?

I tried to edit the _zm_spawner.gsc but it didnt load my own commands...

Code Snippet
Plaintext
function zombie_death_event( zombie )
{

zombie.marked_for_recycle = 0;

force_explode = 0;
force_head_gib = 0;
zombie waittill( "death", attacker);
soulboxes::sendkill(zombie);
time_of_death = gettime();
if(isDefined(zombie))
{
zombie StopSounds();
}
8 years ago
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