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Are you sure your changes to the mapname.gsc have been compiled into the map? If your mapname.gsc is in raw/maps, you have to recompile your Map's FF file. If your gsc has been placed in mods/mapname/maps, you just need to rebuild your map's IWD.
Are you sure your changes to the mapname.gsc have been compiled into the map? If your mapname.gsc is in raw/maps, you have to recompile your Map's FF file. If your gsc has been placed in mods/mapname/maps, you just need to rebuild your map's IWD.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Deliberately add typos to your mapname.gsc and see if it breaks your map (doesn't load). If your map still works then you know at you aren't getting your mapname.gsc compiled into the map.
Deliberately add typos to your mapname.gsc and see if it breaks your map (doesn't load). If your map still works then you know at you aren't getting your mapname.gsc compiled into the map.
i try and the map still working(i put "adsasdasda"), so the launcher isn't compiling my mapname.gsc?
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Where is your mapname.gsc located? (the one you have been making changes to)
i test it in raw/maps and the map keep working
but i test adding it into mods/mapname/maps and dont work, i remove the bad sintax and i test again and the zombies dont spawn Post Merge: September 01, 2013, 10:17:00 pm
Code Snippet
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/* 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 */
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_riser_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_riser_fx::main; // level.DLC3.myFX = ::preCacheMyFX;
/*-------------------- FX ----------------------*/ DLC3_FX();
/*-------------------- 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" ); }
Last Edit: September 01, 2013, 10:17:00 pm by KDXDARK
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
but i test adding it into mods/mapname/maps and dont work, i remove the bad sintax and i test again and the zombies dont spawn Post Merge: September 01, 2013, 10:17:00 pm
First off, delete the one in raw/maps, then recompile your level FF like normal. Then, make sure the one you have in mods/mapname/maps is SELECTED on the Build Mod tab of Launcher, then Build your IWD. Now you should see the changes happen.
First off, delete the one in raw/maps, then recompile your level FF like normal. Then, make sure the one you have in mods/mapname/maps is SELECTED on the Build Mod tab of Launcher, then Build your IWD. Now you should see the changes happen.
Add iPrintLn("blabla"); after the add_adj.... And tell us if the text 'blabla' show up ingame
yeah when i start the text show ingame
.:edit:.
i was testing something and when i open the door the risers of the starting area stop spawn and the zone1 risers start to spawn, idk why, but i try to much times for record it and dont work more, sometime it work and anothers not.
Last Edit: September 02, 2013, 01:16:27 pm by KDXDARK
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
Well then your mapname gsc wasn't the only problem with your zones. Check your adjacent zones functions and your zone volume targets. Make sure there is a yellow line connecting your spawners to their zones in Radiant.
Check to see in radiant if your first/start/initial zone (the zone around the sniperbolt room where your spawn points are) is "initial_zone" or "start_zone" between the tutorials and script placers there seems to be some difference. Then check your gsc for the same entry. Post you don't get if fixed and I'll find a way to upload a blank map with zones (multiple) and risers with a copy and paste gsc entry for you. Side question: have you had zones and risers working before in this map, or any map with your current radiant install?