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Messages - MakeCents

Thanks it's working now. I was also wondering if you could have a different sound play when the door closes than when it opens?

You could by changing this:
	while(1)
{
self waittill("trigger");
if(isdefined(self.script_sound))
{
self PlaySound(self.script_sound);
}
for( i=0;i<doors.size;i++ )
{
time = Distance(doors[i].goto,doors[i].origin)/100;
doors[i] MoveTo(doors[i].goto,time);
}
self TouchingEnts();
if(isdefined(self.script_sound))
{
self PlaySound(self.script_sound);
}
for( i=0;i<doors.size;i++ )
{
time = Distance(doors[i].start,doors[i].origin)/100;
doors[i] MoveTo(doors[i].start,time);
}
}
specifically modifying the second one of these:
		if(isdefined(self.script_sound))
{
self PlaySound(self.script_sound);
}
by hard coding the sound to play on close or by adding another kvp for it to check instead of script_sound, such as script_string
792 days ago
Hey the doors work great.
I changes the script_sound to my alias and the sound plays when the door opens.  But if i'm on the other side of the map and a zombie walks through the door the sound still plays. So how do i make it so the sound can only be heard when near the door.
Thanks.

It sounds like you set up your alias as a 2d sound. If so, make it a 3d sound and adjust the distance, all in the alias file.
792 days ago
yeah it was a else then when deleted it I got a bad syntax again but with a { instead of the else so idk what to do at this point

Well if you haven't fixed it, just find where its giving you the error and put it back. Anytime you have a { you need a } to end it. So for if/else statements you would have:


if(condition)
{
    //some code
}
else
{
    //some other code
}

If any of those {'s or }'s are missing, you get bad syntax. simply fix that. by adding or deleting a { or }, with or without the else.
797 days ago
When I add in the script for randomizing players I get a bad syntax error. Any help?
I don't mod waw anymore, but bad syntax is pretty simple. It's probably going to be a missing or extra }
797 days ago
Sorry last one I've got it working but opens after one of the triggers is pressed when theirs 4 to press  :'(

It's tough to say. I'd add some prints to see what is happening. A print before it checks the level.buttonsPressed, a print before it level.buttonsPressed--.
iprintlnbold("total:";
iprintlnbold(level.buttonsPressed);


Something like that to try and troubleshoot your issue.
817 days ago
Hahaha looking at the code now it's stands out so much as being wrong but it's still saying no available. So must be the kvp's is there any particular trigger type I need to use or kvp's for them or the script model. Don't know how I'm finding it so hard when I've followed everything lol

Its tough to help on this post like this. Might be better if you make your own with examples and pictures of what you have done so far.

But as far as kvps, they simply must match what is in script. So for this line:
trigs = GetEntArray("triggers","targetname");

the kvp for the tirggers would be targetname>triggers

I have a scripting tut series if that would be any help. It goes over kvps and things like this.
818 days ago
Oh, my bad, was on phone, just copied your text. I think your issue is the usings slash has to be like this:
#using scripts\zm\Trigger_door;

fixed in op. The way I had it was just for zone files.
819 days ago
how and where would i add that sorry. Thanks for your help guess we all have to learn somewhere

usings are used when you want to call a function in another script. They go at the top of a script that you want to call the function from. See this for more info.
https://youtu.be/UlxoW3_0BMs?list=PLhT8THhu7qLxZNQwy0cFQvZ630qyfmZnA

your using would look like this:
#using scripts\zm\Trigger_door;

You can add this to your mapname.gsc and then in the main function add:
    thread Trigger_door::openDoor();
819 days ago
Right so ive used your cleaned up version and put scriptparsetree,scripts/zm/Trigger_door.gsc in my zone folder and  your script in scripts/zm/Trigger_door.gsc. is that right? Then my triggers targetname's as trigger and target as door.
target name of the script brush model as door. Something is wrong but i can't figure out what sorry im new ish to modding

Did you call or thread the function openDoor anywhere? Those were just two functions. They won't run by themselves, unless an auto exec was added to the script. Easiest to call or from main and add a using fit that script.
819 days ago
What am i doing wrong all my trigger are set and linked to the door but still say not available  :-[

Anytime that happens, the script is not running, or the kvps are wrong, or get ent is being used when you have multiple of a kvp.
819 days ago
It happens if there is an error while the program is trying to start the process/program. The message indicates it couldn't' find the application possibly due to the path, but I see that is not the issue. I've not seen this issue other than that yet, so I am not sure what would cause that... basically it can't start the process for some reason, but the confusing part is that the maps and mods are not showing.

So I think the program is messing up cause of Call of Duty Black Ops III is repeated, and the way I get the root folder is by indexing the programs path by that, so its indexing and making the first one the root folder... Unfortunately I don't have a way you can fix that for now, but I'll fix it for the next update.

Thanks for reporting that issue.

If you visit here (https://discord.gg/ZWaXNzQ), I'll post something in the needs tested channel soon so you can use it.

Edit:
A fixed version is posted there if you want to test it. v1.2.3.2
823 days ago
This is the tutorial I followed: https://ugx-mods.com/forum/index.php/topic,14197.0.html

I just reviewed the tutorial again, it doesn't seem to address the 'specialties' you mentioned. Maybe I'm just missing something. I think I get what you're saying though, but can you tell me how to go about setting my perk up as a specialty_whatever, as in what function would I call to set the perk as a specialty_whatever

*EDIT Oh so you mean when I do
player SetPerk("specialty_choose_from_your_list")
?

That was my idea, yeah, not sure if that is your issue or not. It prob should match what is on the machine too.
824 days ago
I'm not sure which directions you followed, but if your using specialties, I don't think specialty_freeze is an official one.
825 days ago
Maybe it is the specialty. Did you try another one? If it is invalid I think it will let you keep buying.

Try swapping for one of these: (I used specialty_stunprotection for my zmp perk)
specialty_accuracyandflatspread
specialty_additionalprimaryweapon
specialty_ammodrainsfromstockfirst
specialty_anteup
specialty_armorpiercing
specialty_armorvest
specialty_bulletaccuracy
specialty_bulletdamage
specialty_bulletflinch
specialty_bulletpenetration
specialty_combat_efficiency
specialty_deadshot
specialty_decoy
specialty_delayexplosive
specialty_detectexplosive
specialty_detectnearbyenemies
specialty_directionalfire
specialty_disarmexplosive
specialty_doubletap2
specialty_earnmoremomentum
specialty_electriccherry
specialty_extraammo
specialty_fallheight
specialty_fastads
specialty_fastequipmentuse
specialty_fastladderclimb
specialty_fastmantle
specialty_fastmeleerecovery
specialty_fastreload
specialty_fasttoss
specialty_fastweaponswitch
specialty_finalstand
specialty_fireproof
specialty_flakjacket
specialty_flashprotection
specialty_gpsjammer
specialty_grenadepulldeath
specialty_healthregen
specialty_holdbreath
specialty_immunecounteruav
specialty_immuneemp
specialty_immunemms
specialty_immunenvthermal
specialty_immunerangefinder
specialty_immunesmoke
specialty_immunetriggerbetty
specialty_immunetriggerc4
specialty_immunetriggershock
specialty_jetcharger
specialty_jetnoradar
specialty_jetpack
specialty_jetquiet
specialty_killstreak
specialty_locdamagecountsasheadshot
specialty_longersprint
specialty_loudenemies
specialty_lowgravity
specialty_marksman
specialty_microwaveprotection
specialty_movefaster
specialty_nokillstreakreticle
specialty_nomotionsensor
specialty_noname
specialty_nottargetedbyairsupport
specialty_nottargetedbyaitank
specialty_nottargetedbyraps
specialty_nottargetedbyrobot
specialty_nottargetedbysentry
specialty_overcharge
specialty_phdflopper
specialty_pin_back
specialty_pistoldeath
specialty_playeriszombie
specialty_proximityprotection
specialty_quickrevive
specialty_quieter
specialty_rof
specialty_scavenger
specialty_sengrenjammer
specialty_shellshock
specialty_showenemyequipment
specialty_showenemyvehicles
specialty_showscorestreakicons
specialty_sixthsensejammer
specialty_spawnpingenemies
specialty_sprintequipment
specialty_sprintfire
specialty_sprintfirerecovery
specialty_sprintgrenadelethal
specialty_sprintgrenadetactical
specialty_sprintrecovery
specialty_stalker
specialty_staminup
specialty_stunprotection
specialty_teflon
specialty_tombstone
specialty_tracer
specialty_tracker
specialty_trackerjammer
specialty_twogrenades
specialty_twoprimaries
specialty_unlimitedsprint
specialty_vultureaid
specialty_whoswho
specialty_widowswine
825 days ago
Hey man, thanks for the updates. If I can, I'd like to request a feature. You know the three dots where you can drag the edges of the interior windows width, is there a way you can make it so those inner windows can have their position saved? Whenever I restart the launcher, the center window with the build, compile and light check boxes is very narrow and you have to drag the windows to the left and right of it apart so you can see the center window's options.  Not a big deal or anything, I just figured it might help speed workflow up a bit.

You should not have to do that... The smallest the form can go will not allow it to cover anything up... Would you mind sending a screen shot so I can understand exactly what is happening and figure the best way to fix it? I have a discord here https://discord.gg/RceWdfh if you want to paste in the screen shot, and talk about the issue, and I'll post a version to test there too before pushing an update.
825 days ago

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