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Problem with map load

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Created 13 years ago
by pvtseacow
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My First Map, Zombie Help[WIP]: http://ugx-mods.com/forum/index.php?topic=1422.0
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This is the first time I ever made map and I was trying to make a new custom perk and it started saying this:
++ must be applied to an int (applied to undefined): (file 'maps/_zombiemode_utility.gsc', line 72)
 level.hudelem_count++;
         *
I don't know what to do and I loved the map I made, even though its a box.
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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hmm, this is a very weird error... Did you install sniperbolts tutorial scripts?
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I think I did but Ill try to install them again.
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Eh?
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UGX V.I.P.
UGX V.I.P.
Or you could download the UGX Mod Tools Patch which fixes some of the script issues with sniperbolts tutorial here:
UGX Mod Tools Patch
Some features and tutorials on the wiki require the fixes also if you were ever going to attempt implementing some of the features shown there.
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Ok I fixed it (for now). I reinstalled sniperbolts tutorial files and then I added the UGX patch, Thanks. I now learned I should backup often.
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You only need one, the UGX Mod Tools Patch does basicly the same thing as sniperbolts tutorial but fixes some of the fixes problems(fix-ception) and adds some new fixes.
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Well... I got it working anyway
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It did it again  :fuuu: but this time it only happened in developer mode  :kidding: and when I turned it off, my map loaded normally.
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It did it again  :fuuu: but this time it only happened in developer mode  :kidding: and when I turned it off, my map loaded normally.

developer mode should be enabled after loading a map, not during.
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developer mode should be enabled after loading a map, not during.
That's good to know, Thanks!
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It should be enabled before map load to actually enable most of its functionality, but due to Treyarch's piss-poor coding of their release scripts you can't launch any map with developer mode on unless you go in and fix their fails. Sniperbolt also made a few really stupid DLC3 mistakes which need to be fixed for anyone using those scripts.

The UGX Modtools patch will fix this when it's finished and released - I also have UGX Mod v1.1 bootable with both developer and developer_script turned on - I use them nearly all the time and without them scripting in this game would be even more of a pain.
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It should be enabled before map load to actually enable most of its functionality, but due to Treyarch's piss-poor coding of their release scripts you can't launch any map with developer mode on unless you go in and fix their fails. Sniperbolt also made a few really stupid DLC3 mistakes which need to be fixed for anyone using those scripts.

The UGX Modtools patch will fix this when it's finished and released - I also have UGX Mod v1.1 bootable with both developer and developer_script turned on - I use them nearly all the time and without them scripting in this game would be even more of a pain.

forgive me for sounding a bit stupid, but Developer script actually does something? I've used it and nothing happens.
Last Edit: November 13, 2013, 12:51:20 am by daedra descent
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forgive me for sounding a bit stupid, but Developer script actually does something? I've used it and nothing happens.
developer_script enables developer functions and developer script blocks.

developer script blocks look like this:
Code Snippet
Plaintext
/#
    code here
#/
Those blocks only run when developer_script has been turned on BEFORE map load.

There are also functions which only work when developer_script is on, such as:
println()
print3d()
assert()
assertex()
assertmsg()
line()

These are very useful functions for debugging your script. For instance using line() you can draw 3d lines in the space of the level - meaning I could draw a cube or a cylinder with them to represent a trigger radius, or I could just draw lines to represent a trajectory. During the development of the Hell's Retriever I used line() to draw the complete physics trajectory of the hatchet, because I used script to throw the object instead of making it a grenade.

println()'s are useful because they print directly to the console window.

print3d() will print text in the 3d space, useful for reporting damage to AI visually among other things like drawing dots to represent the location of objects.

assert()'s will quit the level VM (with a msg if you used assertmsg())  if tripped, much like in C.


 
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