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Messages - torox850

You can toggle Wireframe display and highlight by pressing "J" and/or "Shift+J"
7 years ago
Yeah it's very unlikely for player to get Wave gun on round one but one shot knife also happen with Insta-kill
8 years ago
If i remember correctly you can have a white reticle just by changing the color of the texture and using the normal reflexsight config. And i also managed to get a black one, don't remember how exactly but i think it's by changing "destBlend: InvSrcAlpha" to "destBlend: SrcAlpha"
8 years ago
This is why i told you to copy the _debug.gsc file from root/raw/maps into root/mods/*mapname*/maps. The _debug.gsc your map is currently using is the same that Treyarch used to develop the game with which uses functions the commercial version doesn't support.

Yeah i tried it first but i don't have any other _debug.gsc (that i'm aware of) so i copied it and commented out the two thread and now it works thanks


because people don't use developer and developer_script. They script something, jump into the game for a quick test, and assume everything is working correctly.

Edit: Just want to point out that these errors are a good thing and you should be doing it. I know its frustrating, but it really does help in making sure everything is working smoothly.

All of those error started popping out of nowhere when i was doing some scripting test so i just undone the last change and those error where still there (that's why i though i might of changed something else in the raw files) and now that i think about it i might just used developer_script to check my own script and that's why it started occuring ... well now it's finally fixed thanks all

Sorry if i made some typo.
9 years ago
Ok, sorry for the newbie bug (intro-text one) but i'm getting a bit tired of all those error.
So the "Debug hudelems are not built into this exe" error are still here but this time they are called by debug_character_count()

Code Snippet
Plaintext
******* script runtime error *******
Debug hudelems are not built into this exe: (file 'maps/_debug.gsc', line 1107)
 drones = NewDebugHudElem();
          *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
Debug hudelems are not built into this exe
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 1108)
 drones.alignX = "left";
 *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 1109)
 drones.alignY = "middle";
 *
Error: called from:
(file 'maps/_debug.gsc', line 725)
 thread debug_character_count();
        *
Error: started from:
(file 'maps/_debug.gsc', line 700)
 waittillframeend; // for vars to get init'd elsewhere
 *
Error: ************************************

I don't understand why this is happening now. At first i though i messed up something in the raw files so reinstalling everything should've fix it but here i am ...
9 years ago
Ok thank you guys for replying this quickly :)
So commenting out what BluntStuffy said did the trick for the infinite error, Thanks.
I don't know why i've never had this bug before.

Double Post Merge: October 22, 2015, 07:30:55 pm
Ok sorry for double posting but can't find any edit message and i though the problem was completly fixed, unfortunatly i still have error
Code Snippet
Plaintext
******* script runtime error *******
Illegal localized string reference: nazi zombie tes must contain only alpha-numeric characters and underscores: (file 'maps/dlc3_code.gsc', line 227)
 level.intro_hud[0] settext(level.DLC3.introString);
                                       *
Error: started from:
(file 'maps/dlc3_code.gsc', line 197)
 wait(2);
 *
Error: ************************************
and
Code Snippet
Plaintext
******* script runtime error *******
undefined is not a field object: (file 'maps/_zombiemode_zone_manager.gsc', line 96)
 if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
                                                 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 162)
 zone_init( zone_name_a );
 *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 128)
 add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 368)
  [[ level.zone_manager_init_func ]]();
           *
Error: called from:
(file 'maps/dlc3_code.gsc', line 115)
  level thread maps\_zombiemode_zone_manager::manage_zones( level.DLC3.initialZones );
               *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 122)
 level thread DLC3_threadCalls2();
              *
Error: started from:
(file 'common_scripts/utility.gsc', line 464)
  level waittill( msg );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_zombiemode_zone_manager.gsc', line 96)
 if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
                                                 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 163)
 zone_init( zone_name_b );
 *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 128)
 add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 368)
  [[ level.zone_manager_init_func ]]();
           *
Error: called from:
(file 'maps/dlc3_code.gsc', line 115)
  level thread maps\_zombiemode_zone_manager::manage_zones( level.DLC3.initialZones );
               *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 122)
 level thread DLC3_threadCalls2();
              *
Error: started from:
(file 'common_scripts/utility.gsc', line 464)
  level waittill( msg );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object
      dvar set ui_popup_close_icon 1
      dvar set ui_popup_close_icon 0

******* script runtime error *******
undefined is not a field object: (file 'maps/_zombiemode_zone_manager.gsc', line 96)
 if ( IsDefined( level.zones[ zone_name ].volumes[0].target ) )
                                                 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 163)
 zone_init( zone_name_b );
 *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 129)
 add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
 *
Error: called from:
(file 'maps/_zombiemode_zone_manager.gsc', line 368)
  [[ level.zone_manager_init_func ]]();
           *
Error: called from:
(file 'maps/dlc3_code.gsc', line 115)
  level thread maps\_zombiemode_zone_manager::manage_zones( level.DLC3.initialZones );
               *
Error: called from:
(file 'maps/nazi_zombie_asc.gsc', line 122)
 level thread DLC3_threadCalls2();
              *
Error: started from:
(file 'common_scripts/utility.gsc', line 464)
  level waittill( msg );
        *
Error: ************************************
9 years ago
So i spent days trying to fix this and searched on the forum and never found a way to fix it.
Those infinite error are the folowing :

Code Snippet
Plaintext
******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 3086)
 hud_title.fontscale = 1.2;
 *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object

******* script runtime error *******
undefined is not an entity: (file 'maps/_debug.gsc', line 3087)
 hud_title SetText( &"DEBUG_POSITION" );
 *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not an entity

******* script runtime error *******
undefined is not a field object: (file 'maps/_debug.gsc', line 3089)
 x_pos = hud_title.x + 50;
         *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
undefined is not a field object

******* script runtime error *******
pair 'undefined' and '50' has unmatching types 'undefined' and 'int': (file 'maps/_debug.gsc', line 3089)
 x_pos = hud_title.x + 50;
                     *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************
      dvar set com_errorTitle Error
      dvar set com_errorMessage script runtime error
(see console for details)
pair 'undefined' and '50' has unmatching types 'undefined' and 'int'

******* script runtime error *******
Debug hudelems are not built into this exe: (file 'maps/_debug.gsc', line 3091)
 hud_x = NewDebugHudElem();
         *
Error: started from:
(file 'maps/_utility.gsc', line 9698)
  level waittill( "first_player_ready" );
        *
Error: ************************************

Even when i tryed with a fresh new W@W and Modtool install those error where still there :/
I already dealed with a F-ing load of error (some of them forced me to abandon other projects) and it's the first time i get this one
Also when i compile the map i'm spammed by thousand of alias error

Code Snippet
Plaintext
ERROR: alias 'zombie_dog_death' already added - ignoring
ERROR: alias 'zombie_dog_death' already added - ignoring
ERROR: alias 'zombie_dog_death' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_dog_death_vox' already added - ignoring
ERROR: alias 'zombie_head_gib' already added - ignoring
ERROR: alias 'zombie_head_gib' already added - ignoring
ERROR: alias 'zombie_head_gib' already added - ignoring
ERROR: alias 'zombie_loop_end' already added - ignoring

(btw if i can't figure out how to fix it i might share some of the abandonned map i made)
9 years ago
Pretty great tuto Hammy, but isn't it a bad idea to replace stock material? You can just name the material anything else and then rename it "sun_flare" when copied in your mod folder.
9 years ago
When you import new material in Asset manager the normal maps needs to be a real normal map (purple, blue, pink...) and not the black and white one, otherwise AssMan will give you a fully pixelated images that cause alot of mess
9 years ago
I've done some test but is there a way to stop player from getting stuck in a moving wall because if a wall push the player it's fine but if the player try to walk into a moving wall he get stuck on it and/or block the whole platform and as i said in my first post the town remake by IZaRTaX did it well.
9 years ago
Hello there,
I always thought that World at War can't allow player to stand on a moving surface like a zipline or anyrhing else, so the only solution was to stuck them in place on a script_origin with some script i assume. But recently i tried the "Black ops 2 [Town] (remake)" by IZaRTaX  and the map contain the Mob of the dead plane and we are allowed to move on it (despite the fact that we can't jump)
So i wanted to know how is it possible and/or how he did it ?
9 years ago
What an amazing job, when i first saw the map i thought it was a rip of the original map :P Just scripting question, how did you manage to allow players to move on the plane ? (without stucking them in place like with original plane or on the WaW zipline)
9 years ago
I might be wrong but i think you do this from the asset manager, when you create a new material there an option called sub layer scroll.
10 years ago
i alreay thought about the teleporter pad of der riese but it's a model not just a texture.
by searching i found on Portal 2 texture file for that they call that refraction so i want to know if we can do something like that ?

EDIT: I just remembered that the effect i want is used by the Origins Pack a Punch texture
10 years ago
Yes i know those one, but i don't want this kind of texture, you can't do a depth like the denizen teleporter nor a multilayered depth (for another example their also used in mob of the dead in the cell room where their a dog near the spawn)
10 years ago
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