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Making a custom perk Help (almost Done)!

HOT
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Created 10 years ago
by Jackson
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if( i < 5 && !( zombies[i] enemy_is_dog() ) )
can just be like this:
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if( i < 5 && !zombies[i] enemy_is_dog() )

example: Line 2942 _zombiemode.gsc
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if ( !self IsOnGround() )

the () were unneaded
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Mapper Has released one or more maps to the UGX-Mods community.
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Use developer 1 in console before starting the map, and it should tell you something about the crash. Also, you didn't use a flag_wait("all_players_connected"); in the players_daisies() function, so it may be fine, but it may not even thread on the players if it runs before the players are in. That is another reason it should be handled when the player is downed instead of in a loop of functions like this.

Liam, he didn't make that part of the script, its in the default powerups script, its just copied like that.

Also, this:
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self SetHintString( &"Press & Hold &&1 to buy Pushing Daisies Dubonnet" );
Should be:
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self SetHintString( "Press & Hold &&1 to buy Pushing Daisies Dubonnet" );

The & before the string is used for something else... I won't go into right now.
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i dont think its causing a problem with the level crashing but i think part of your problem is that youre using getPlayers(); in the method
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players_daisies()
before the level is finished loading. (thats what init is supposed to be used for btw, loading things before the level loads because all preCache calls are done before the level finishes loading)

if you are going to keep the current system and not use what makecents said i would suggest you add a flag_wait in players_daisies at the beginning for either
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flag_wait("electricity_on");//this because you cant get the perk until the power is on and by then the players exist
or
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flag_wait("all_players_connected"); //this is right after all players are connected and "created" in code
this way you know the players exist

 
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