Posts
10
Respect
Forum Rank
Legless Crawler
Primary Group
Member
Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!
Okay, So I compiled my mod and apparently even though i don't have UGX on my waw when compiling this I keep getting the error that my map canno find ugx_modder_help, even though i keep trying crap, it ends up giving me that error. I'm not sure if it's a problem in my map or something, but I'm willing to take any suggestions.
thanks for reading and dealing with my stupidity
It's dlc3_code.gsc that is causing that error . Search for another dlc3_code that don't have #include_ugx_modder_help in the start of it . And replace it .
Is it not better to include the script, as it only fixes things?...
actually it's only tells the player what is going on in the map , and it cause errors more than solving them so no need to include it lol. Developer mode always does the trick .
Since when did it cause errors? What errors? I've gotten no errors with it..
well i had it causing errors on my mortem map EE . It was conflicting with it so had to delete it lol and sometimes it starts to act wierd.

Again, what errors?
saying there's something wrong with this: if(!modderHelp(self.doors.script_angles, "No script_angles set on door(s). The door will not rotate until this is fixed!")) I can see what's wrong, but I'm not sure if i should just delete _zombiemode_blockers_new or basically how to fix it.
if(<something>)
assertMsg(<msg>);actually it's only tells the player what is going on in the map , and it cause errors more than solving them so no need to include it lol. Developer mode always does the trick .

you could use Sniperbolt's patch scripts(make backup of your root/maps.