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Messages - supercush

Hey, im wanting to make a single wall to be seen as a normal wall but you can walk through it still to trick people ? any ideas how ?
8 years ago
Hello, I recently started to map again and my radiant crashes after around 4 minutes of me mapping.

Ive changed the auto save to 10 minutes and has no effect, changed the permissions on the .exe for both radiant and launcher and run it in admin.

any ideas?
8 years ago
Are you sure they just aren't T4M maps and you don't have T4M installed?

They're to my knowledge, normal maps as my friend is clueless with computers and he hasn't installed t4m so it's not that
8 years ago
Do you get this error when you go to start the map?

No it starts to load then it'll either crash the game or it'll just freeze the screen.

8 years ago
alot of custom maps i download never load once installed, I get "Unhandled Exception Caught" error. 

My friend I play with has 0 issues with his Game/Mod so I know its my machine.
Ive tried the following:
  • Changing the Sound settings on Windows ( following YouTube Tutorials )
  • Changing the game's compatibility settings to Windows XP s/p 2
  • Changing my Graphics ingame and via my Graphics card
  • Reinstalled COD:WaW and Verified the game integrity
  • Removed all mods and reinstalled them/ redownloaded again
  • Deleted the Treyarch.bik file ( which lets the game load to a white bar then freezes )


Code Snippet
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------------------
System Information
------------------
      Time of this report: 8/7/2016, 13:36:05
             Machine name: CUSH-PC
         Operating System: Windows 10 Home 64-bit (10.0, Build 10586) (10586.th2_release_sec.160630-1736)
                 Language: English (Regional Setting: English)
      System Manufacturer: To Be Filled By O.E.M.
             System Model: To Be Filled By O.E.M.
                     BIOS: BIOS Date: 08/31/11 12:32:27 Ver: 04.06.04
                Processor: Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz (4 CPUs), ~3.1GHz
                   Memory: 8192MB RAM
      Available OS Memory: 8174MB RAM
                Page File: 5679MB used, 10687MB available
              Windows Dir: C:\WINDOWS
          DirectX Version: 12
      DX Setup Parameters: Not found
         User DPI Setting: Using System DPI
       System DPI Setting: 96 DPI (100 percent)
          DWM DPI Scaling: Disabled
                 Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
           DxDiag Version: 10.00.10586.0000 64bit Unicode
8 years ago
You should copy blunts function and replace yours. Your also missing another end bracket at the end of your function that you posted.

He does not want to return. That will leave the function, which is not thread again.

Yeah I did copy and it gave me a error with the continue;
8 years ago
I forgot an opening bracket after the while() loop, the continue statement needs to be inside a loop, and the game does not recognise the loop. I allready changed the code in my post above, but i guess you copied it before that.

Use this function and it should work:

Code Snippet
Plaintext
give_ammo()
{
   while(1)
   {                                          //  <---- forgot this one
      who = undefined;
      cost  = 1500;

      string = "Press &&1 to buy ammo [Cost: " + cost + "]";

      self sethintstring( string );
      self SetCursorHint( "HINT_NOICON" );
      self UseTriggerRequireLookAt();
      self waittill( "trigger", who );

      weapon = who GetCurrentWeapon();
      ammocount = who getammocount(weapon);
      clipcount = who getweaponammoclip(weapon);
      maxammo = weaponmaxammo(weapon);

      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE
      //if( weapon == "tesla_gun" || weapon == "ray_gun" )
      //{
      //   who iprintln( "You cannot buy ammo for this weapon" );
      //   level.give_ammo = 0;
      //}
      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE

      if( maxammo <= ammocount - clipcount )
      {
         wait 0.05;
         continue;
      }

      if ( weapon != "fraggrenade" && weapon!= "stielhandgranate" && weapon != "molotov" && weapon != "mine_bouncing_betty" && weapon != "mortar_round" && weapon != "satchel_charge_new")
      {
         if( who.score > cost )
         {
            level.give_ammo = 1;
         }
         else
         {
            level.give_ammo = 0;
         }
      }

      if( level.give_ammo > 0 )
      {
         who givemaxammo( who GetCurrentWeapon() );
         who maps\_zombiemode_score::minus_to_player_score( cost );
         who playsound( "cha_ching" );
      }     
      else
      {
         who playsound( "no_cha_ching" );
      }
      wait(0.05);
  }
}

getting another error, which on the line 196 is the "Continue;"  any ideas?


8 years ago
So ive moved some things around and i now get this




Which line 192 is the "continue;"



all i done with the code is copied it from a Tutorial on a forum but obviously i placed it wrong or something lol sorry.


Code Snippet
Plaintext
/*
Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
Scripter: Sparks
Tutorial: Sniperbolt

Version 1.0 (9/24/2009 7:51:18 PM)
-- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything

// Must Change These To Your Maps
level.DLC3.createArt = maps\createart\nazi_zombie_213_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_213_fx::main;
// level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

//
// Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
//

// Edit The Value In Mod.STR For Your Level Introscreen Place
level.DLC3.introString = &"nazi zombie tes";

// Weapons. Pointer function automatically loads weapons used in Der Riese.
level.DLC3.weapons = maps\dlc3_code::include_weapons;

// Power Ups. Pointer function automatically loads power ups used in Der Riese.
level.DLC3.powerUps =  maps\dlc3_code::include_powerups;

// Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
level.DLC3.perk_altMeleeDamage = 1000;

// Adjusts barrier search override. Stock is 400.
level.DLC3.barrierSearchOverride = 400;

// Adjusts power up drop max per round. Stock is 3.
level.DLC3.powerUpDropMax = 3;

// _loadout Variables
level.DLC3.useCoopHeroes = true;

// Bridge Feature
level.DLC3.useBridge = false;

// Hell Hounds
level.DLC3.useHellHounds = true;

// Mixed Rounds
level.DLC3.useMixedRounds = true;

// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = [];
boxArray[ boxArray.size ] = "start_chest";
boxArray[ boxArray.size ] = "chest1";
boxArray[ boxArray.size ] = "chest2";
boxArray[ boxArray.size ] = "chest3";
boxArray[ boxArray.size ] = "chest4";
boxArray[ boxArray.size ] = "chest5";
level.DLC3.PandoraBoxes = boxArray;

// Initial Zone(s) -- Zone(s) You Want Activated At Map Start
zones = [];
zones[ zones.size ] = "start_zone";
level.DLC3.initialZones = zones;

// Electricity Switch -- If False Map Will Start With Power On
level.DLC3.useElectricSwitch = true;

// Electric Traps
level.DLC3.useElectricTraps = true;

// _zombiemode_weapons Variables
level.DLC3.usePandoraBoxLight = true;
level.DLC3.useChestPulls = true;
level.DLC3.useChestMoves = true;
level.DLC3.useWeaponSpawn = true;
level.DLC3.useGiveWeapon = true;

// _zombiemode_spawner Varibles
level.DLC3.riserZombiesGoToDoorsFirst = true;
level.DLC3.riserZombiesInActiveZonesOnly = true;
level.DLC3.assureNodes = true;

// _zombiemode_perks Variables
level.DLC3.perksNeedPowerOn = true;

// _zombiemode_devgui Variables
level.DLC3.powerSwitch = true;


/*--------------------
FUNCTION CALLS - PRE _Load
----------------------*/
level thread DLC3_threadCalls();

/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_zombiemode::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{

add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
/*
=============
///ScriptDocBegin
"Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
"Summary: Sets up adjacent zones."
"MandatoryArg: <zone_1>: Name of first Info_Volume"
"MandatoryArg: <zone_2>: Name of second Info_Volume"
"MandatoryArg: <flag>: Flag to be set to initiate zones"
"OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
"Example: add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );"
///ScriptDocEnd
=============
*/

// Outside East Door
//add_adjacent_zone( "receiver_zone", "outside_east_zone", "enter_outside_east" );

level.give_ammo = 0;
ammo_trigs = getentarray("give_ammo","targetname");
array_thread(ammo_trigs,::give_ammo);
}



give_ammo()
   {
   while(1)
   
   
      who = undefined;
      cost  = 1500;

      string = "Press &&1 to buy ammo [Cost: " + cost + "]";

      self sethintstring( string );
      self SetCursorHint( "HINT_NOICON" );
      self UseTriggerRequireLookAt();
      self waittill( "trigger", who );

      weapon = who GetCurrentWeapon();
      ammocount = who getammocount(weapon);
      clipcount = who getweaponammoclip(weapon);
      maxammo = weaponmaxammo(weapon);

      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE
      //if( weapon == "tesla_gun" || weapon == "ray_gun" )
      //{
      //   who iprintln( "You cannot buy ammo for this weapon" );
      //   level.give_ammo = 0;
      //}
      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE

      if( maxammo <= ammocount - clipcount )
      {
  continue;
      }

      if ( weapon != "fraggrenade" && weapon!= "stielhandgranate" && weapon != "molotov" && weapon != "mine_bouncing_betty" && weapon != "mortar_round" && weapon != "satchel_charge_new")
      {
         if( who.score > cost )
         {
            level.give_ammo = 1;
         }
         else
         {
            level.give_ammo = 0;
         }
      }

      if( level.give_ammo > 0 )
      {
         who givemaxammo( who GetCurrentWeapon() );
         who maps\_zombiemode_score::minus_to_player_score( cost );
         who playsound( "cha_ching" );
      }     
      else
      {
         who playsound( "no_cha_ching" );
      }
      wait(0.05);
  }
 
8 years ago
first line,

Code Snippet
Plaintext
   give_ammo();
{


should be

Code Snippet
Plaintext
   give_ammo()
{


if there's more, it's usefull you mention what the error ( line nr ) is

I added the ; myself to see if it would fix my error, it doesnt give a line number thats why im confussed.
8 years ago
Ive looked online at how to add functions and followed them and still i keep getting the bad syntax error. there isnt any lines that are wrong from the console just bad syntax

I only started mapping 2 days ago so the scripting part is new to me, sorry to be a pain but im here for help.

Code Snippet
Plaintext
/*
   Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0
      Scripter: Sparks
      Tutorial: Sniperbolt

   Version 1.0 (9/24/2009 7:51:18 PM)
      -- Initial Release Of Source Files
*/

// Tutorial From Sniperbolt!

// Utilities
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;

// DLC3 Utilities
#include maps\dlc3_code;
#include maps\dlc3_teleporter;

main()
{
   level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
   
   // Must Change These To Your Maps
   level.DLC3.createArt = maps\createart\nazi_zombie_123_art::main;
   level.DLC3.createFX = maps\createfx\nazi_zombie_123_fx::main;
   // level.DLC3.myFX = ::preCacheMyFX;
   
   /*--------------------
    FX
   ----------------------*/
   DLC3_FX();
   
   /*--------------------
    LEVEL VARIABLES
   ----------------------*/   
   
   // Variable Containing Helpful Text For Modders -- Don't Remove
   level.modderHelpText = [];
   
   //
   // Change Or Tweak All Of These LEVEL.DLC3 Variables Below For Your Level If You Wish
   //
   
   // Edit The Value In Mod.STR For Your Level Introscreen Place
   level.DLC3.introString = &"nazi zombie tes";
   
   // Weapons. Pointer function automatically loads weapons used in Der Riese.
   level.DLC3.weapons = maps\dlc3_code::include_weapons;
   
   // Power Ups. Pointer function automatically loads power ups used in Der Riese.
   level.DLC3.powerUps =  maps\dlc3_code::include_powerups;
   
   // Adjusts how much melee damage a player with the perk will do, needs only be set once. Stock is 1000.
   level.DLC3.perk_altMeleeDamage = 1000;
   
   // Adjusts barrier search override. Stock is 400.
   level.DLC3.barrierSearchOverride = 400;
   
   // Adjusts power up drop max per round. Stock is 3.
   level.DLC3.powerUpDropMax = 3;
   
   // _loadout Variables
   level.DLC3.useCoopHeroes = true;
   
   // Bridge Feature
   level.DLC3.useBridge = false;
   
   // Hell Hounds
   level.DLC3.useHellHounds = true;
   
   // Mixed Rounds
   level.DLC3.useMixedRounds = true;
   
   // Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
   boxArray = [];
   boxArray[ boxArray.size ] = "start_chest";
   boxArray[ boxArray.size ] = "chest1";
   boxArray[ boxArray.size ] = "chest2";
   boxArray[ boxArray.size ] = "chest3";
   boxArray[ boxArray.size ] = "chest4";
   boxArray[ boxArray.size ] = "chest5";
   level.DLC3.PandoraBoxes = boxArray;
   
   // Initial Zone(s) -- Zone(s) You Want Activated At Map Start
   zones = [];
   zones[ zones.size ] = "start_zone";
   level.DLC3.initialZones = zones;
   
   // Electricity Switch -- If False Map Will Start With Power On
   level.DLC3.useElectricSwitch = true;
   
   // Electric Traps
   level.DLC3.useElectricTraps = true;
   
   // _zombiemode_weapons Variables
   level.DLC3.usePandoraBoxLight = true;
   level.DLC3.useChestPulls = true;
   level.DLC3.useChestMoves = true;
   level.DLC3.useWeaponSpawn = true;
   level.DLC3.useGiveWeapon = true;
   
   // _zombiemode_spawner Varibles
   level.DLC3.riserZombiesGoToDoorsFirst = true;
   level.DLC3.riserZombiesInActiveZonesOnly = true;
   level.DLC3.assureNodes = true;
   
   // _zombiemode_perks Variables
   level.DLC3.perksNeedPowerOn = true;
   
   // _zombiemode_devgui Variables
   level.DLC3.powerSwitch = true;

   level.give_ammo = 0;
   ammo_trigs = getentarray("give_ammo","targetname");
   array_thread(ammo_trigs,::give_ammo);
   
   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();   
   
   /*--------------------
    ZOMBIE MODE
   ----------------------*/
   [[level.DLC3.weapons]]();
   [[level.DLC3.powerUps]]();
   maps\_zombiemode::main();
   
   /*--------------------
    FUNCTION CALLS - POST _Load
   ----------------------*/
   level.zone_manager_init_func = ::dlc3_zone_init;
   level thread DLC3_threadCalls2();
   give_ammo();
   {
   while(1)
   
      who = undefined;
      cost  = 1500;

      string = "Press &&1 to buy ammo [Cost: " + cost + "]";

      self sethintstring( string );
      self SetCursorHint( "HINT_NOICON" );
      self UseTriggerRequireLookAt();
      self waittill( "trigger", who );

      weapon = who GetCurrentWeapon();
      ammocount = who getammocount(weapon);
      clipcount = who getweaponammoclip(weapon);
      maxammo = weaponmaxammo(weapon);

      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE
      //if( weapon == "tesla_gun" || weapon == "ray_gun" )
      //{
      //   who iprintln( "You cannot buy ammo for this weapon" );
      //   level.give_ammo = 0;
      //}
      // UNCOMMENT TO MAKE RAY GUN & WUNDERWAFFE AMMO UNBUYABLE

      if( maxammo <= ammocount - clipcount )
      {
         continue;
      }

      if ( weapon != "fraggrenade" && weapon!= "stielhandgranate" && weapon != "molotov" && weapon != "mine_bouncing_betty" && weapon != "mortar_round" && weapon != "satchel_charge_new")
      {
         if( who.score > cost )
         {
            level.give_ammo = 1;
         }
         else
         {
            level.give_ammo = 0;
         }
      }

      if( level.give_ammo > 0 )
      {
         who givemaxammo( who GetCurrentWeapon() );
         who maps\_zombiemode_score::minus_to_player_score( cost );
         who playsound( "cha_ching" );
      }     
      else
      {
         who playsound( "no_cha_ching" );
      }
      wait(0.05);
 
}

dlc3_zone_init()
{

   add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
   add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
   /*
   =============
   ///ScriptDocBegin
   "Name: add_adjacent_zone( <zone_1>, <zone_2>, <flag>, <one_way> )"
   "Summary: Sets up adjacent zones."
   "MandatoryArg: <zone_1>: Name of first Info_Volume"
   "MandatoryArg: <zone_2>: Name of second Info_Volume"
   "MandatoryArg: <flag>: Flag to be set to initiate zones"
   "OptionalArg: <one_way>: Make <zone_1> adjacent to <zone_2>. Defaults to false."
   "Example: add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );"
   ///ScriptDocEnd
   =============
   */

   // Outside East Door
   //add_adjacent_zone( "receiver_zone",      "outside_east_zone",   "enter_outside_east" );
}
8 years ago
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