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trying to add rain/thunder to map (cinnober ZM tut)

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Created 11 years ago
by iBarnett
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Location: caCranbrook
Date Registered: 1 June 2013
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WaW - Nazi_zombie_candyland/Nazi_zombie_ascension2.0  90%-95% (Not completed)
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So its the only rain tut i could find! (sorry for post zm stuff on UGX)

http://www.zombiemodding.com/index.php?topic=3497

but when i go to launch my map waw just crashed and force close.  and as soon as i un-do what i did in the tut my map launches again fine.

All the comments say that this works just fine... but not for me.

This is what i have going on:

https://gyazo.com/720190dc8e67dde45ea1cde3bfb75e72

map_name.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;
#include maps\_weather;

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_pax_art::main;
level.DLC3.createFX = maps\createfx\nazi_zombie_pax_fx::main;
level.DLC3.myFX = ::preCacheMyFX;

/*--------------------
FX
----------------------*/
DLC3_FX();

/*--------------------
LEVEL VARIABLES
----------------------*/

// Variable Containing Helpful Text For Modders -- Don't Remove
level.modderHelpText = [];

level._effect["lightning_strike"] = LoadFX( "maps/ber2/fx_ber2_lightning_flash" );
level._effect["rain_heavy_cloudtype"]   = LoadFX( "weather/rain_heavy_cloudtype" );
level._effect["rain_10"]   = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_9"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_8"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_7"]      = LoadFX( "env/weather/fx_rain_sys_heavy" );
level._effect["rain_6"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_5"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_4"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_3"]      = LoadFX( "env/weather/fx_rain_sys_med" );
level._effect["rain_2"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_1"]      = LoadFX( "env/weather/fx_rain_sys_lght" );
level._effect["rain_0"]      = LoadFX( "env/weather/fx_rain_sys_lght" );

thread weather_control();

//
// 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 = &"MOD_INTRO";

// 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 = true;

// _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\_blst_custom_ammo::custom_ammo_precache();
maps\_zombiemode::main();
thread maps\ee_song::main();
thread maps\_blst_custom_ammo::main();
thread maps\_custom_ammo_buy::main();

/*--------------------
FUNCTION CALLS - POST _Load
----------------------*/
level.zone_manager_init_func = ::dlc3_zone_init;
level thread DLC3_threadCalls2();
}

dlc3_zone_init()
{
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", "zone6", "enter_zone6" );
add_adjacent_zone( "zone4", "zone7", "enter_zone7" );
add_adjacent_zone( "zone7", "zone9", "enter_zone9" );
add_adjacent_zone( "zone6", "zone8", "enter_zone8" );
add_adjacent_zone( "zone6", "zone10", "enter_zone10" );
add_adjacent_zone( "zone4", "zone11", "enter_zone11" );
add_adjacent_zone( "zone11", "zone12", "enter_zone12" );
add_adjacent_zone( "zone12", "zone13", "enter_zone13" );
add_adjacent_zone( "zone13", "zone14", "enter_zone14" );
add_adjacent_zone( "zone14", "zone15", "enter_zone15" );
add_adjacent_zone( "zone11", "zone16", "enter_zone16" );
add_adjacent_zone( "zone15", "zone16", "enter_zone16" );
add_adjacent_zone( "zone16", "zone17", "enter_zone17" );
add_adjacent_zone( "zone17", "zone18", "enter_zone18" );
add_adjacent_zone( "zone17", "zone19", "enter_zone19" );
add_adjacent_zone( "zone11", "zone20", "enter_zone20" );
add_adjacent_zone( "zone11", "zone21", "enter_zone21" );
add_adjacent_zone( "zone21", "zone22", "enter_zone22" );
add_adjacent_zone( "zone22", "zone23", "enter_zone23" );
add_adjacent_zone( "zone6",     "zone24", "enter_zone24" );
add_adjacent_zone( "zone24", "zone25", "enter_zone25" );
add_adjacent_zone( "zone25", "zone26", "enter_zone26" );
add_adjacent_zone( "zone26", "zone27", "enter_zone27" );
add_adjacent_zone( "zone27", "zone28", "enter_zone28" );
add_adjacent_zone( "zone28", "zone29", "enter_zone29" );
add_adjacent_zone( "zone29", "zone30", "enter_zone30" );
add_adjacent_zone( "zone30", "zone31", "enter_zone31" );
add_adjacent_zone( "zone28", "zone32", "enter_zone32" );
add_adjacent_zone( "zone32", "zone33", "enter_zone33" );
add_adjacent_zone( "zone28", "zone34", "enter_zone34" );
add_adjacent_zone( "zone34", "zone35", "enter_zone35" );
add_adjacent_zone( "zone35", "zone36", "enter_zone36" );

}

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

level._effect["snow_thick"] = LoadFx ( "env/weather/fx_snow_blizzard_intense" );
}
weather_control()
{
   rainInit( "hard" ); // get rain going
   level thread rainEffectChange( 9, 0.1 );  // tweak initial rain strength
   thread playerWeather(); // make the actual rain effect generate around the players

      addLightningExploder( 10000 );
      addLightningExploder( 10001 );
      addLightningExploder( 10002 );
      addLightningExploder( 10003 );
      addLightningExploder( 10004 );
      addLightningExploder( 10005 );
   
   level.nextLightning = GetTime() + 1;
   thread lightning( ::lightning_normal, ::lightning_flash );
}
lightning_normal()
{
   wait( 0.05 );
   ResetSunLight();
   setVolFog(250, 750, 400, -128, 0.44, 0.52, 0.44, 0);
}
lightning_flash()
{
   SetSunLight( 4, 4, 4.5 );
   setVolFog(250, 550, 400, -128, 0.6, 0.6, 0.7, 0);
         
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.45, 0.45, 0.5, 0);

   wait( 0.0014 );             
               
   SetSunLight( 3, 3, 3.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);                   
   
   SetSunLight( 2, 2, 2.5 );
   setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);                                 
                           
   SetSunLight( 1.5, 1.5, 2 );
   setVolFog(250, 550, 400, -128, 0.7, 0.7, 0.75, 0);                     
   
   wait( 0.0010 );
   
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);               
                               
   SetSunLight( 5, 5, 5.5 );
   setVolFog(250, 550, 400, -128, 0.5, 0.5, 0.55, 0);                   
   
   wait( 0.0011 );
   
   SetSunLight( 4, 4, 4.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);             
           
   SetSunLight( 1, 1, 1.5 );
   setVolFog(250, 550, 400, -128, 0.55, 0.55, 0.6, 0);                       
   
   wait( 0.0015 );
   
   SetSunLight( 2.5, 2.5, 3 );
   setVolFog(250, 550, 400, -128, 0.65, 0.65, 0.7, 0);           
}


mod.csv
Code Snippet
Plaintext
// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
include,rain
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
// Updated Menu File For Pause Screen Map
menufile,ui/objective_info.menu
stringtable,maps/mapsTable.csv

_weather.gsc
Code Snippet
Plaintext
player_weather_loop()
{
self endon("death");
self endon("disconnect");

// SRS 5/3/2008: Make sure it doesn't run twice on anybody
if( IsDefined( self.playerWeatherLoopRunning ) && self.playerWeatherLoopRunning )
{
return;
}

self.playerWeatherLoopRunning = true;

for (;;)
{
// SRS 5/29/2008: don't rain if level.rainLevel is 0
if( level.rainLevel != 0 )
{
// SRS 5/30/2008: removed forward vector specification
//PlayFX( level._effect["rain_drops"], self.origin + (0,0,650), self.origin + (0,0,680) );
PlayFX( level._effect["rain_drops"], self.origin + (0,0,650) );
self playloopsound("rain_pavement1");

// we can do extra FX calls here later if we want, for additional particles on harder rain, etc.
}

wait( 0.3 );
}
}

 
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