UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bigbeard2000

I seen to be having a problem with eye glowing continuing after death. I followed the tutorial foudn here: 
https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872 

Here is the relevant code found within my 
_zombiemode_spawners.gsc file:
Code Snippet
Plaintext
// When a Zombie spawns, set his eyes to glowing.
zombie_eye_glow()
{
if( IsDefined( level.zombie_eye_glow ) && !level.zombie_eye_glow )
{
return;
}

if( !IsDefined( self ) )
{
return;
}

linkTag = "J_Eyeball_LE";
fxModel = "tag_origin";
fxTag = "tag_origin";

// SRS 9/2/2008: only using one particle now per Barry's request;
//  modified to be able to turn particle off
self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) );
self.fx_eye_glow.angles = self GetTagAngles( linkTag );
self.fx_eye_glow SetModel( fxModel );
self.fx_eye_glow LinkTo( self, linkTag );

// TEMP for testing
//self.fx_eye_glow thread maps\_debug::drawTagForever( fxTag );

PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag );
}

// Called when either the Zombie dies or if his head gets blown off
zombie_eye_glow_stop()
{
if( IsDefined( self.fx_eye_glow ) )
{
self.fx_eye_glow Delete();
}
}
The glowing eyes just stay there even after the zombie despawns. It's a rather old issue that I have, so I thought I would get around to fixing it.
5 years ago
I think I see the problem.
Go to maps/house.gsc and scroll down to line 122.
There you will see this:
Code Snippet
Plaintext
maps\_zombiemode_firstroom_sealer::main();
I think that should be placed under this:
Code Snippet
Plaintext
maps\_zombiemode::main();
Code Snippet
Plaintext
/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

-->  maps\_zombiemode_firstroom_sealer::main();  <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
maps\weapon_shop::init();
maps\nova_grenade::init();
level thread maps\berg_walking::main();
level thread Kill_trigger();
level thread shop_fx();
level thread switch_fov();
level thread easter_egg_toolbox();
level thread easter_egg_zombie_escort_trigger();
level thread easter_egg_zombie_escort_hunters();
Yep that did the trick. Thank you very  much
5 years ago
All of my scripts that use flag_wait have: 
Code Snippet
Plaintext
#include common_scripts\utility;
It shouldn't be happening on a new script placer map.
//
That error comes from using a command like
flag_wait "all_players_connected" before
flag_init "all_players_connected"
If you have developer 1, developer_script 1, and logfile it should tell you the exact file and line the flag is called from.
 Where would I call flag_init "all_players_connected". I would assume the system would do this because I assume that the system is the one that sets the all_players_connected flag when the game starts.
5 years ago
Try to run it without developer
 I have seen the same suggestion on other posts, but I don't really think that fixes that problem (more like just ignoring it). If possible I would really like to find out what is causing the problem and fixing it, so that I don't have to leave developer mode to further develop my map.
5 years ago
I am getting a weird error message in my console after I build my map.

Console Text
******* script runtime error *******
undefined is not an array, string, or vector: (file 'common_scripts/utility.gsc', line 463)
  while( !level.flag )
                        *
Error: called from:
(file 'maps/_zombiemode_firstroom_sealer.gsc', line 92)
  flag_wait("all_players_connected");
  *
Error: called from:
(file 'maps/_zombiemode_firstroom_sealer.gsc', line 7)
  thread sealDoors();
              *
Error: called from:
(file 'maps/house.gsc', line 122)
  maps\_zombiemode_firstroom_sealer::main(); // inits first room challenge
  *
Error: started from:
(file 'maps/house.gsc', line 9)
main()
*
For some reason it looks like level.flag isn't initialized, but I don't know how this would be possible considered that it should be initialized within the official scripts, as opposed to my own.  I assume this means that
Code Snippet
Plaintext
flag_init() // found within raw\commom_scripts\utility.gsc
is never called for some reason.  I am trying to revive an old map of mine so I am a little rusty.
5 years ago
I recently got a new pc and I was wondering how to transfer one specific map, so that I can continue developing the map,  of mine to my new pc. I don't now which files I need to transfer or what dependancies my map might have. On a side note I would also like to know how to fully backup a map & all of its files in case something goes wrong.
5 years ago
Was it consistent. I always get these errors without fail. It makes debugging a pain because my console is constantly getting spammed.
6 years ago
If by "loader" you mean UGX Map Manager, it should dynamically find the install path, if it doesn't you likely installed your WAW to a different location. The vast majority of people have WAW through steam, so this is the way the Map Manager locates the install. I would try to go through the steps in the Map Manager (it should do everything for you), and if I doesn't work reinstall WAW and don't change the install path. If you want to double check download any map that uses the UGX installer like http://zommods.com/cheese-cube-unlimited/ and if that doesn't work you know it is your install. You don't even need to have a mods folder (as far I as know) because it will create it for you. Here is a tutorial on how to download custom maps once you have fixed the install: https://www.ugx-mods.com/forum/help-desk/10/guide-how-to-play-custom-maps/694/
6 years ago
For the past 2 years of working on my map, I have never been able to solve this one constant error. For some reason a get an error that states: "AI (Entity #, origin # # #, couldn't find path to goal)". What makes this so weird is the fact that it doesn't seem to affect game play as they find all of the players just fine, with no exception. I have no idea what could possibly be causing this, I have spent 200+ hours trying to solve this stupid bug. I would prefer to have no errors in my final map. I have tried having the zombies spawn on a path node, I have used ai_shownodes 1 (with no problems/red x's and with red arrows coming from each window), I have moved the spawners up and down with no luck. This error comes from each one of my spawners. Even though it doesn't appear to make a difference, something must be causing it. The other weird part it is only happens 60-80% off the time, as in not every zombie spawned has this error. I have my zones set up properly and do most of my testing in the first room (to eliminate variation). The spawners are inside of the zone's volume (if that means anything). I would be very grateful if someone has any ideas.

I have attached a few images below of different spawners in the first room

Spoiler: click to open...





6 years ago
Thank you very much!

I had a lot of trouble with this because for some unknown reason the Springfield wasn't added to the actual game, so that was my big problem. Since the springfield wasn't technically part of the mod the springfield_upgraded couldn't be obtained by paping the regular springfeild. On a side note for some reason the included prefabs for the springfeild are a little broken by default and as I said earlier, (if case anybody else wants the fantastic springfeild in their mod) you need to make sure to add this line

Code Snippet
Plaintext
add_zombie_weapon( "springfield", &"ZOMBIE_WEAPON_SPRINGFIELD_200", 200, "", 0);

In your _zombie_weapons.gsc file along with the other weapons

Again I'm not sure why the springfeild is not by default included in the file, I assumed that it was so it took a while to find the problem.

One last thing, you mentioned editing speed in the weapons editor, but I couldn't find that. Which tab is it under?
6 years ago
I would like to apologize if a similar question is already posted.

I want to add a pack a punched Springfield to my map. I don't need I much I just want it to do more damage and maybe faster reloading. I don't care if the textures and sounds are the same as the regular Springfield.

Again, sorry if has been asked a million times before.

Thank you very much for your time!
6 years ago
Loading ...