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Messages - mrnibbles14

Trying to use The Pac a Punch door from Deri Rise in my map, I set up everything the door goes down after all the teleporters are linked to the mainframe. I can go through but after I do the zombies just stop pathing to me and give me the I don't know what you want me to do look. Does anyone have any ideas on how to fix this?
4 years ago
I've messed around with this for a long time, I downloaded a black ops weapon pack and everything works well but if you shoot a barrier with the scavenger this error crashes the map "ERROR: Attempted to overrun string in call to va()" the console says this  "undefined is not a field object: (file 'maps/scavenger.gsc', line 5)" I went to the scavenger.gsc and line 5 looks like this
" init(){precacheModel("bo1_scavenger_non_upgraded_projectile");precacheModel("tag_origin");level thread sniper_explosive_on_player_connect(); level._effect["zombie_obliterate"] = loadfx( "scvgr/none" );level._effect["scvgr_explode"] = loadfx( "scvgr/fx_scavenger_explode" );level._effect["scvgr_explode_upgraded"] = loadfx( "scvgr/fx_scavenger_up_explode" );}sniper_explosive_on_player_connect(){for( ;; ){level waittill( "connecting", player ); player thread watch_for_sniper_bolt(); }}creath_hud_elems(){self endon( "death" );self endon( "disconnect" );player = self;for (;;){wait(1);zombies = getaiarray("axis");for(i = 0; i < zombies.size; i++)zombies thread create_zombie_hud_elems(player);}}create_zombie_hud_elems(player){if(player.scoped_in == true){iconOrg = self.origin;icon = NewClientHudElem(player);icon.x = iconOrg
  • ;icon.y = iconOrg[1];icon.z = iconOrg[2] + 54;icon.alpha = 1;icon.archived = true;icon setShader("zombie_kill", 120, 120);wait 1;icon destroy();}}watch_for_sniper_bolt(){self endon( "death" );self endon( "disconnect" );for (;;){point = undefined;self waittill("projectile_impact", weapon, point);if(isdefined(point))if(weapon == "scavenger"){self thread scvgr_explode(point);}if(weapon == "scavenger_upgraded"){self thread scvgr_explode_upgraded(point);}}}scvgr_explode(point){target = undefined;ai = getaiarray("axis");target = get_closest_living(point, ai, 400 );angles = self getplayerangles();dist = distance2d(target.origin, point);grenade = spawn("script_origin", point);model = spawn("script_model", grenade.origin);model.angles = angles;model setmodel("bo1_scavenger_non_upgraded_projectile");soundemitter = spawn("script_model", grenade.origin);soundemitter setmodel("tag_origin");soundemitter thread scvgr_fired_sound(grenade);if(dist < 30){grenade linkto(target, "J_MainRoot");model linkto(target, "J_MainRoot");}wait 2.5;playfx( level._effect["scvgr_explode"], grenade.origin );model delete();excluders = undefined;zombies = undefined;ai = getaiarray("axis");zombies = get_array_of_closest( grenade.origin, ai, excluders, 666, 400 );self thread damage_self(grenade, 60);player = self;for(i = 0; i < zombies.size; i++){zombies thread kill_or_damage(grenade, player);}wait 3;grenade delete();}scvgr_explode_upgraded(point){target = undefined;ai = getaiarray("axis");target = get_closest_living(point, ai, 800 );angles = self getplayerangles();dist = distance2d(target.origin, point);grenade = spawn("script_origin", point);model = spawn("script_model", grenade.origin);model.angles = angles;model setmodel("bo1_scavenger_non_upgraded_projectile");soundemitter = spawn("script_model", grenade.origin);soundemitter setmodel("tag_origin");soundemitter thread scvgr_fired_sound_upgraded(grenade);if(dist < 30){grenade linkto(target, "J_MainRoot");model linkto(target, "J_MainRoot");}wait 3.5;playfx( level._effect["scvgr_explode_upgraded"], grenade.origin );model delete();excluders = undefined;zombies = undefined;ai = getaiarray("axis");zombies = get_array_of_closest( grenade.origin, ai, excluders, 666, 800 );self thread damage_self(grenade, 120);player = self;for(i = 0; i < zombies.size; i++){zombies thread kill_or_damage_upgraded(grenade, player);}wait 3;grenade delete();    }scvgr_fired_sound(grenade){self playsound("scavenger_build_up");self linkto(grenade);wait 2.5;self unlink();self playsound("scavenger_explode");wait 0.1;self delete();}scvgr_fired_sound_upgraded(grenade){self playsound("scavenger_build_up");self linkto(grenade);wait 3.5;self unlink();self playsound("scavenger_explode");}kill_or_damage(grenade, player){if(self.health < 10000){playfxontag(level._effect["zombie_obliterate"],self,"tag_origin");    player maps\_zombiemode_score::add_to_player_score(50);    self.mover = spawn("script_model", self.origin);self.mover setmodel("tag_origin");self linkto(self.mover);self.mover movez(-10000000, .1);wait 0.1;self unlink();self.mover delete();}player maps\_zombiemode_score::add_to_player_score(10);self dodamage(10000, grenade.origin);}kill_or_damage_upgraded(grenade, player){if(self.health < 20000 && self.brutus == false){playfxontag(level._effect["zombie_obliterate"],self,"tag_origin");    player maps\_zombiemode_score::add_to_player_score(50);    self.mover = spawn("script_model", self.origin);self.mover setmodel("tag_origin");self linkto(self.mover);self.mover movez(-10000000, .1);wait 0.1;self unlink();self.mover delete();}player maps\_zombiemode_score::add_to_player_score(10);self dodamage(20000, grenade.origin);}damage_self(grenade, damage){dist = distance(grenade.origin, self.origin);if(dist < 400){RadiusDamage(self.origin, 50, damage, damage)undefined;}}"
  • all help is apprieciated thank you
4 years ago
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