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Messages - COD4LIFE

Not sure why this is here:
Code Snippet
Plaintext
{
    // normal code here
   
    thread handleLoopingRotation( "platform targetname");
}

The reason you are getting an error is because there are just a few brackets placed here without any function or anything.
You would need to move this, it should probably be like this:
Code Snippet
Plaintext
function main()
{
precache();

mp_test_fx::main();
mp_test_sound::main();

load::main();

SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass

         // normal code here
   
        thread handleLoopingRotation( "platform targetname");
}

instead of this:
Code Snippet
Plaintext
function main()
{
precache();

mp_test_fx::main();
mp_test_sound::main();

load::main();

SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
}

{
    // normal code here
   
    thread handleLoopingRotation( "platform targetname");
}


Ok, well I'm starting to feel like a complete asshole for asking for help after each error, but I'm still getting another error :( . I was wondering if you might be able to set up a test map of your own, and use this code, then code share me your gsc, instead of just waiting for me to test it out, its completely up to you, but it might save alot more questions.

Here is the error i got:

Spoiler: click to open...
Code Snippet
Plaintext
********************************************************************************
UNRECOVERABLE ERROR:
  ^1SCRIPT ERROR: No generated data for 'scripts/mp/mp_test.gsc'
ERR(6E) scripts/mp/mp_test.gsc (36,1)  : Compiler Internal Error :  Uninitialized local variable 'origin'



Linker will now terminate.
********************************************************************************

==================================================
Linker summary:

There were no errors or warnings.

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

^1}
^1^
^1ERR(6E) scripts/mp/mp_test.gsc (36,1)  : Compiler Internal Error :  Uninitialized local variable 'origin'

and again my gsc (fixed from last error)
Spoiler: click to open...
Code Snippet
Plaintext
#using scripts\codescripts\struct;
#using scripts\shared\util_shared;
#using scripts\mp\_load;
#using scripts\mp\_util;
#using scripts\mp\mp_test_fx;
#using scripts\mp\mp_test_sound;

#insert scripts\shared\shared.gsh;

function main()
{
precache();

mp_test_fx::main();
mp_test_sound::main();

load::main();

SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
 
// normal code here
   
   thread handleLoopingRotation( "platform targetname");
}
 
function handleLoopingRotation( targetname )
{
    pieces = getEntArray( self.targetname, "targetname" );  // The script_brushmodels
    rotation_origin = getEnt( pieces[1].target, "targetname" );         // The rotation origin, grabbed from the target of the first script_brushmodel
   
    // Exit function if the pieces don't exist
    if( !isDefined( pieces ) )
        return;
   
    // Don't set this to 360, otherwise the rotation will instantly end since 360 is the same as 0.
    rotation_vector = origin.script_vector;
    rotation_origin EnableLinkTo();
   
    // Link the script_brushmodels to the origin, meaning they will inherit it's angles and origin
    // This is how you get around having individual script_brushmodels rotating on their own axis
    for( i = 0; i < pieces.size; i++ )
    {
        pieces[i] EnableLinkTo();
        pieces[i] LinkTo( rotation_origin );
    }
   
    while(1)
    {
        // Make the origin rotate to a new angle over 5 seconds
        rotation_origin rotateTo( (rotation_origin.angles + rotation_vector), 5 );
        // Wait for the rotation to finish before starting again
        rotation_origin waittill( "rotatedone" );
    }
}

function precache()
{
// DO ALL PRECACHING HERE
}

Perhaps instead of making a test map, just show me exactly how you would insert this code into your gsc.

In any case I really appreciate your help.
8 years ago
The reason you are getting that error is because you missed a bracket.

Change this:
Code Snippet
Plaintext
rotation_origin rotateTo( rotation_origin.angles + rotation_vector), 5 );

to this:
Code Snippet
Plaintext
rotation_origin rotateTo( (rotation_origin.angles + rotation_vector), 5 );


Ok, so I've fixed that error, and now it gives me another.

I know its saying something about Line 22, but sorry I'm a complete noob when it comes to scripting. Any clue what I need to change?

Spoiler: click to open...
Code Snippet
Plaintext
********************************************************************************
UNRECOVERABLE ERROR:
  ^1SCRIPT ERROR: No generated data for 'scripts/mp/mp_test.gsc'



Linker will now terminate.
********************************************************************************

==================================================
Linker summary:

There were no errors or warnings.

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

^1{
^1^
^1ERR(0) scripts/mp/mp_test.gsc (22,1)  : syntax error, unexpected TOKEN_LEFT_CURLY, expecting $end : {

My GSC:
Spoiler: click to open...
Code Snippet
Plaintext
#using scripts\codescripts\struct;
#using scripts\shared\util_shared;
#using scripts\mp\_load;
#using scripts\mp\_util;
#using scripts\mp\mp_test_fx;
#using scripts\mp\mp_test_sound;

#insert scripts\shared\shared.gsh;

function main()
{
precache();

mp_test_fx::main();
mp_test_sound::main();

load::main();

SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
}

{
    // normal code here
   
    thread handleLoopingRotation( "platform targetname");
}
 
function handleLoopingRotation( targetname )
{
    pieces = getEntArray( self.targetname, "targetname" );  // The script_brushmodels
    rotation_origin = getEnt( pieces[1].target, "targetname" );         // The rotation origin, grabbed from the target of the first script_brushmodel
   
    // Exit function if the pieces don't exist
    if( !isDefined( pieces ) )
        return;
   
    // Don't set this to 360, otherwise the rotation will instantly end since 360 is the same as 0.
    rotation_vector = origin.script_vector;
    rotation_origin EnableLinkTo();
   
    // Link the script_brushmodels to the origin, meaning they will inherit it's angles and origin
    // This is how you get around having individual script_brushmodels rotating on their own axis
    for( i = 0; i < pieces.size; i++ )
    {
        pieces[i] EnableLinkTo();
        pieces[i] LinkTo( rotation_origin );
    }
   
    while(1)
    {
        // Make the origin rotate to a new angle over 5 seconds
        rotation_origin rotateTo( (rotation_origin.angles + rotation_vector), 5 );
        // Wait for the rotation to finish before starting again
        rotation_origin waittill( "rotatedone" );
    }
}
function precache()
{
// DO ALL PRECACHING HERE
}
8 years ago
Hi, I was wondering if someone could show me how make a moving and rotating platform(s).

I tried using this --> http://pastebin.com/QRLw5Cmr tutorial I got from a friend, I followed it exactly but I get this error when trying to link my map. This is a MP map.

Error:
Spoiler: click to open...
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 2.564 sec

gdtDB: successfully updated database.

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

Linking "mp_test" (usermaps\mp_test stable 2535281 v593):
processing...

********************************************************************************
UNRECOVERABLE ERROR:
  ^1SCRIPT ERROR: No generated data for 'scripts/mp/mp_test.gsc'
ERR(0) scripts/mp/mp_test.gsc (52,76) in "handleloopingrotation()" : syntax error, unexpected TOKEN_COMMA :         rotation_origin rotateTo( rotation_origin.angles + rotation_vector),


Linker will now terminate.
********************************************************************************

==================================================
Linker summary:

There were no errors or warnings.

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

^1        rotation_origin rotateTo( rotation_origin.angles + rotation_vector),
^1---------------------------------------------------------------------------^
^1ERR(0) scripts/mp/mp_test.gsc (52,76) in "handleloopingrotation()" : syntax error, unexpected TOKEN_COMMA :         rotation_origin rotateTo( rotation_origin.angles + rotation_vector),

Also this is what my mapname.gsc looks like
Spoiler: click to open...
Code Snippet
Plaintext
#using scripts\codescripts\struct;
#using scripts\shared\util_shared;
#using scripts\mp\_load;
#using scripts\mp\_util;
#using scripts\mp\mp_test_fx;
#using scripts\mp\mp_test_sound;

#insert scripts\shared\shared.gsh;

function main()
{
precache();

mp_test_fx::main();
mp_test_sound::main();

load::main();

SetDvar( "compassmaxrange", "2100" ); // Set up the default range of the compass
}
function main()
{
    // normal code here
   
    thread handleLoopingRotation( "platform targetname");
}
 
function handleLoopingRotation( targetname )
{
    pieces = getEntArray( self.targetname, "targetname" );  // The script_brushmodels
    rotation_origin = getEnt( pieces[1].target, "targetname" );         // The rotation origin, grabbed from the target of the first script_brushmodel
   
    // Exit function if the pieces don't exist
    if( !isDefined( pieces ) )
        return;
   
    // Don't set this to 360, otherwise the rotation will instantly end since 360 is the same as 0.
    rotation_vector = origin.script_vector;
    rotation_origin EnableLinkTo();
   
    // Link the script_brushmodels to the origin, meaning they will inherit it's angles and origin
    // This is how you get around having individual script_brushmodels rotating on their own axis
    for( i = 0; i < pieces.size; i++ )
    {
        pieces[i] EnableLinkTo();
        pieces[i] LinkTo( rotation_origin );
    }
   
    while(1)
    {
        // Make the origin rotate to a new angle over 5 seconds
        rotation_origin rotateTo( rotation_origin.angles + rotation_vector), 5 );
        // Wait for the rotation to finish before starting again
        rotation_origin waittill( "rotatedone" );
    }
}
function precache()
{
// DO ALL PRECACHING HERE
}

8 years ago
Yeah, its issue in Win10, I have it as well. Just turn down graphic settings and it should be fixed

Ok so I loaded the Map/Mod went into settings lowered everything to the lowest. Then in attempt #1 I got an error, also attempt #2 gave a different error. Attempt #3 the game finally loaded to the next menu. I was able to start and also glitch free. Just thought I'd post the errors in case you needed any of that info. Thanks for the quick replies. :) :) :)

[Main Screen]
Spoiler: click to open...

[Settings Screen]
Spoiler: click to open...

[Settings Screen 2]
Spoiler: click to open...

[Solo Start Attempt 1]
Spoiler: click to open...

[Solo Start Attempt 2]
Spoiler: click to open...
8 years ago
Tried other browsers?

Uninstall T4M, if you have it in use. If not, then turn down graphics settings until it works

This is what happened after a fresh install of WaW and I've already tried to adjust the graphics, Just for info purposes, I'm running Geforce GTX 960 | AMD 8 Core proccessor 4.0Ghz | Windows 10 Pro 64Bit | To be completely honest I don't even know what T4M is or what it does, So i don't think I have it installed. Like I said I haven't played custom zombies in awhile :P. Thx for the reply
8 years ago
I've been getting these graphic glitches or what ever they are in the last few maps I've tried to play, I haven't played custom maps in awhile. I've tried messing with the options but nothing changes it. Any clue why its doing this?



8 years ago
Thx Bro really appreciate it :)
9 years ago
ty for fast reply. I would have just done the individual links but the download speeds are rough lol.
9 years ago
Hello UGX,


I was just wondering, When I click on the Mega all in one download for the mod tools it says this



Thx for replies.
9 years ago
you should have a easter egg that brings pap up the middle via elevator :)
10 years ago
Would be cool if there were a script that basically allows you to obtain the pro shaders

i.e.  Like what this guy was saying

Quote
Well, now only to make a script. Something like the persistant perks in BO2, after doing a specific amount of things (like after surviving 100 explosives it gives you the pro perk)

What i mean though is you get the normal perks with normal shaders but then you complete a task, then it becomes the "Pro" version of that perk and gives the "Pro" perk shader.

i.e Normal Jugg 3 hits - Pro Jugg 5+ hits

^^
10 years ago
Hey Saje,

thx for the fast reply, umm so im not very savvy when it comes to these files, would you mind telling me what i need to look at to see if its being called somewhere its not supposed to.
10 years ago
http://youtu.be/bQcTMH8qWjY



If you get the 16 fonts error you did not move the files correctly with the project mover, trust me. Remember you have to do it after every compile.


See proof that i did what you said , and it still didn't work >.> like i said b4 I followed the wiki instructions exactly and i've watched your video of the standalone install. idk starting to think me and ugx mods aren't compatiable :(
10 years ago
I would do it myself but me and scripting/programming don't work well together :P, but I was wondering if someone gets bored or has extra time on their hands, if they could possibly make an app where we can download any tools,textures, models etc basically all the available content we can use to make maps. I know you guys have links to all these things. I'm just saying it would make it a bit more convenient if these things where all compiled into one single program for download. So yeah just throwing it out there. If there is already such a program someone plz drop me a link lol.


anyone thx for all your help happy mapping all.
10 years ago
nope tried that already doesn't work :(

Double Post Merge: August 17, 2014, 02:44:41 am
-.- omg I feel like the biggest noob ever. So while i was waiting for a possible solution up here, I decided to just try to start mapping and try to save a little bit of work, yes it still crashes but it actually does still save the work ive done, I was just kinda scared to put in a decent amount of work and it not get saved, but yeah >.< sorry for wasting a post slot. Also i did disable the Auto save feature so that it doesn't just crash me out every 5 mins xD.


Thx UGX Community your the best <3 <3 <3
10 years ago
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