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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
i follow all the tutorials for add risers in some zones but they dont spawn idk why, but if i add normal spawners they appears.
i need a special "magic" code for do they appear?
:help:
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Do the risers have targetname zonename_spawners_rise?
script_string riser
targetname zone1_spawners
script_noteworthy zombie_spawner
count 9999
script_forcespawn 1
spawnflags 3
export 12
model char_ger_wrmcht_fullbody1
classname actor_axis_zombie_ger_ber_sshonor
script_noteworthy find_flesh
targetname zone1_spawners_rise
classname script_struct
target zone1_spawners
targetname lol
script_flag enter_zone1
target lol
targetname zombie_debris
zombie_cost 1500
add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
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![]() | 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. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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.
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![]() | 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. |
dont work
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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.
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![]() | 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. |
i try and the map still working(i put "adsasdasda"), so the launcher isn't compiling my mapname.gsc?
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Yeah, that's your problem.
Where is your mapname.gsc located? (the one you have been making changes to)
/*
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_riser_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_riser_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" );
}
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![]() | 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. |
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
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
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.
I do that and it dont work
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Nuclear | DARKLEGION's requested title |
![]() | Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager. |
Add iPrintLn("blabla"); after the add_adj.... And tell us if the text 'blabla' show up ingame
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![]() | 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. |
I do that and it dont work