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need help!!!!!

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Created 8 years ago
by maddog6767
0 Members and 1 Guest are viewing this topic.
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Date Registered: 13 January 2017
Last active: 1 year ago
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zombies will spawn in the start zone but they will not spawn in any other zone i did want tut  told me to and the video about zoning  here my myname.gsc
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_zone_manager;
#include maps\_music;
#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\zombieland_art::main;
level.DLC3.createFX = maps\createfx\zombieland_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 = "zombieland";

// 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 = false;

// _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;

// Snow Feature
level.DLC3.useSnow = false;

/*--------------------
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()
{
/*
=============
///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" );


          add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
          add_adjacent_zone( "zone1",     "zone2", "enter_zone2" );
          add_adjacent_zone( "zone2",     "zone3", "enter_zone3" );
          add_adjacent_zone( "zone3",     "zone4", "enter_zone4" );
          add_adjacent_zone( "zone4",     "zone5", "enter_zone5" );
          add_adjacent_zone( "zone5",     "zone6", "enter_zone6" );
          add_adjacent_zone( "zone6",     "zone7", "enter_zone7" );
          add_adjacent_zone( "zone7",     "start_zone", "enter_start_zone" );


}

preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

// level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense"




i gave  my door trigger with kvp of the zone i was entering 

all so i am not get the power ups at all in my map and i have a trigger  with right kvp as well

 can  any one help?

Last Edit: January 31, 2017, 02:16:43 pm by Sidzzz
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Location: aupotato
Date Registered: 27 September 2013
Last active: 3 years ago
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respect the dead

donates greatly appreciated :) paypal.me/F3ARxReaper666
discord server:
https://discord.gg/tsGHW99
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death_reaper0's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
make sure your rebuilding the map in launcher as well when making changes to the map itself, also the door kvp should be the last bit in the zones being defined (enter_zone1, enter_zone2 etc)

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Date Registered: 13 January 2017
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i gave my door triggers the kvp  script flag  enter_zone1  enter_zone2 etc
broken avatar :(
×
broken avatar :(
Location: aupotato
Date Registered: 27 September 2013
Last active: 3 years ago
Posts
588
Respect
Forum Rank
Zombie Enslaver
Primary Group
Community Scripter
My Groups
More
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More
×
death_reaper0's Groups
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
then your map probably isnt being updated, make sure you build it when changing anything in radiant
broken avatar :(
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broken avatar :(
Location: us
Date Registered: 13 January 2017
Last active: 1 year ago
Posts
18
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i compile my map every time i change something on my map and i compile my mod every time  i change something in my myname.gsc file .
Last Edit: February 01, 2017, 04:07:02 am by maddog6767

 
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