Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
I recently installed the soul chest script in my test map. the script works fine. All the sounds work, I can hear the souls being collected and I can hear when each box is complete. Also, the clip works fine and disappears after I fill each box. However, none of the models, anims, or fx appear. All the models, fx, and anims are in raw and I have this in my root/zone_source/mapname.csv:
What else am I missing? I see these chests on almost every map so it must not be that hard to do successfully.
thanks, MZslayer11
Double Post Merge: December 23, 2014, 01:29:16 amUh oh. I just checked the folder that says, "copy contents to mapname folder" and the image folder was empty. I re-downloaded the files to make sure and sure enough, they were not there Anyone have the images for me? BluntStuffy needs to add the images to the download.
Last Edit: December 23, 2014, 01:30:29 am by MZslayer11
Not sure if there's even any image's with the DL. If there's any in the copy_to_raw folder, just copy those into your MOD that make's no difference. Even if there's any missing image's the anims and FX should still play. To make sure, you can see the actuall soul-chest but it's just not moving etc?
Did you add the precache correct to your mapname.gsc? Sounds like that might be missing / not placed correctly. If you post you mapname.gsc i can take a look if you want..
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
Not sure if there's even any image's with the DL. If there's any in the copy_to_raw folder, just copy those into your MOD that make's no difference. Even if there's any missing image's the anims and FX should still play.
There was not an image folder in the "Copy to raw" folder. There was in the "Copy to mapname" folder but it was empty. I just assumed that the image folder was supposed to have images in it
Did you add the precache correct to your mapname.gsc? Sounds like that might be missing / not placed correctly. If you post you mapname.gsc i can take a look if you want..
nazi_zombie_test2.gsc :
Code Snippet
Plaintext
/* Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0 Scripter: Sparks Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM) -- Initial Release Of Source Files */
main() { level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_test2_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_test2_fx::main; // level.DLC3.myFX = ::preCacheMyFX;
/*-------------------- FX ----------------------*/ DLC3_FX();
/*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); }
dlc3_zone_init() {
add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" ); add_adjacent_zone( "zone1", "zone2", "enter_zone2" ); /* ============= ///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" ); }
Last Edit: December 23, 2014, 04:38:22 pm by MZslayer11
There was not an image folder in the "Copy to raw" folder. There was in the "Copy to mapname" folder but it was empty. I just assumed that the image folder was supposed to have images in it
nazi_zombie_test2.gsc :
Code Snippet
Plaintext
/* Der Frost / Nazi Zombie Sniperbolt Tutorial Version 2.0 Scripter: Sparks Tutorial: Sniperbolt
Version 1.0 (9/24/2009 7:51:18 PM) -- Initial Release Of Source Files */
main() { level.DLC3 = spawnStruct(); // Leave This Line Or Else It Breaks Everything
// Must Change These To Your Maps level.DLC3.createArt = maps\createart\nazi_zombie_test2_art::main; level.DLC3.createFX = maps\createfx\nazi_zombie_test2_fx::main; // level.DLC3.myFX = ::preCacheMyFX;
/*-------------------- FX ----------------------*/ DLC3_FX();
/*-------------------- FUNCTION CALLS - POST _Load ----------------------*/ level.zone_manager_init_func = ::dlc3_zone_init; level thread DLC3_threadCalls2(); }
dlc3_zone_init() {
add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" ); add_adjacent_zone( "zone1", "zone2", "enter_zone2" ); /* ============= ///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" ); }
Your suppose to put the precache line BEFORE zombiemode_main so it looks like this
You had it AFTER the makecents_tut line. For future reference anything you need to precache, it needs to come before zombiemode_main so it can load it before the map starts.
Has the ability to issue warnings to users, edit and remove posts from the forum and to move topics to other boards. Upholds the rules of the forum. Moderates Chat Rooms.
MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
Thanks. Will test when I get a chance. Double Post Merge: December 23, 2014, 11:50:10 pmWorks Thanks!
Last Edit: December 23, 2014, 11:50:10 pm by MZslayer11