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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
well, here it goes. I added in BO weapons and such and i get this weird error
(Image removed from quote.)
Its from developer 1 if that helps
i never edited that script so i dont know why or how that is an error
Well if it says it more than once, then I would definitely check out the script.
Just post the line that the error is on, along with a few lines before that error.
if ( isdefined( trigger ) )
{
while ( !active )
{
trigger waittill( "trigger" );
if ( level.active_links < 3 )
{
trigger_core = getent( "trigger_teleport_core", "targetname" );
if( modderHelp( trigger_core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ) )
{
trigger_core teleport_trigger_invisible( false );
}
}
// when one starts the others disabled
for ( i=0; i<level.teleporter_pad_trig.size; i++ )
{
level.teleporter_pad_trig[ i ] teleport_trigger_invisible( true );
}
level.teleport[index] = "timer_on";
// start the countdown back to the core
trigger thread teleport_pad_countdown( index, 30 );
teleporter_vo( "countdown", trigger );
// wait for the countdown
while ( level.teleport[index] == "timer_on" )
{
wait( .05 );
}
// core was activated in time
if ( level.teleport[index] == "active" )
{
active = true;
ClientNotify( "pw" + index ); // pad wire #
//AUDIO
ClientNotify( "tp" + index ); // Teleporter #
// MM - Auto teleport the first time
teleporter_wire_wait( index );
// trigger teleport_trigger_invisible( true );
trigger thread player_teleporting( index );
}
else
{
// Reenable triggers
for ( i=0; i<level.teleporter_pad_trig.size; i++ )
{
level.teleporter_pad_trig[ i ] teleport_trigger_invisible( false );
}
}
wait( .05 );
}
if ( level.is_cooldown )
{
// shut off the pads
trigger sethintstring( &"ZOMBIE_TELEPORT_COOLDOWN" );
trigger teleport_trigger_invisible( false );
trigger.teleport_active = true;
}
else
{
trigger thread teleport_pad_active_think( index );
}
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Can you at least say which line it is, I didn't plan on scanning through your entire file for one little error...
if( modderHelp( trigger_core, "Missing mainframe trigger with Targetname KVP 'trigger_teleport_core'." ) )
{![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Thats a ugx function in their file ugx_modder_help.gsc
So you need that file included in your mod.
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has shown excellence and experience in the area of custom mapping in the UGX-Mods community. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
i removed the ugx mod until this project was finished so what should i do with it? just comment it and it will be fine or...?
Well seeing as they have mentioned that function in multiple places (looking at mine), I wouldn't comment them out.
It would be best if you used a backup file of dlc_teleporter.gsc if you have one, if not you can always re-download the mod tools and just extract the one file.
I actually have a rar of the mod tools incase I need file that I accidentally overwrote.
ill report back in a couple mins to see... EDIT: there is no dlc_teleporter in my mod tools D: