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cant run the maps .gsc

broken avatar :(
Created 6 years ago
by Stonermango420
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broken avatar :(
Location: us
Date Registered: 20 March 2017
Last active: 3 years ago
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Stonermango420's Contact & Social Linkshttp://steamcommunity.com
so i came across this problem yesterday when i would run it in game


than i go to check my gsc and i cant seem to find anything..could somebody help me?
heres my gsc aswell.[noae]
Code Snippet
Plaintext
#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#insert scripts\zm\_zm_utility.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;

#using scripts\shared\ai\zombie_utility;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_electric_cherry;
#using scripts\zm\_zm_perk_widows_wine;
#using scripts\zm\_zm_perk_vulture_aid;
#using scripts\zm\_zm_perk_whoswho;
#using scripts\zm\_zm_perk_tombstone;
#using scripts\zm\_zm_perk_phdflopper;
#using scripts\zm\_zm_perk_random;
//Traps
#using scripts\zm\_zm_trap_electric;
#using scripts\zm\_zm_trap_fire;
#using scripts\zm\_hb21_sym_zm_trap_turret;
#using scripts\zm\_hb21_zm_trap_flogger;
#using scripts\zm\_hb21_zm_trap_centrifuge;
#using scripts\zm\_hb21_zm_trap_flinger;
#using scripts\zm\_hb21_sym_zm_trap_chain;
#using scripts\zm\_hb21_sym_zm_trap_fan;

// WAW WEAPON STUFF
#using scripts\zm\_zm_t4_weapons;
// BO2 WEAPON STUFF
#using scripts\zm\_zm_t6_weapons;
// BO3 WEAPON STUFF
#using scripts\zm\_zm_t7_weapons;
// NAPALM ZOMBIE
#using scripts\zm\_hb21_zm_ai_napalm;
// SONIC Zombie
#using scripts\zm\_hb21_zm_ai_sonic;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
//#using scripts\zm\_zm_powerup_weapon_minigun;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;
#using scripts\_ZK\zk_buyable_elevator_v2;
#using scripts\_redspace\rs_o_jump_pad;

//*****************************************************************************
// MAIN
//*****************************************************************************

function main()
{

level shootable_trigs();
level thread set_perk_limit(10);  // This sets the perk limit to 10
zm_usermap::main();
level thread zk_buyable_elevator_v2::init();
player_teleporter_init();


level._zombie_custom_add_weapons =&custom_add_weapons;

//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
level thread zm_zonemgr::manage_zones( init_zones );

level.pathdist_type = PATHDIST_ORIGINAL;
thread teleport_zombies_init();

}
function usermap_test_zone_init()
{
zm_zonemgr::add_adjacent_zone( "start_zone",  "box_zone",  "enter_box_zone" );
zm_zonemgr::add_adjacent_zone( "start_zone",  "power_zone",  "enter_power_zone" );
zm_zonemgr::add_adjacent_zone( "power_zone",  "phd_zone",  "enter_phd_zone" );
zm_zonemgr::add_adjacent_zone( "power_zone",  "roof_zone",  "enter_roof_zone" );
zm_zonemgr::add_adjacent_zone( "start_zone",  "pap_zone",  "enter_pap_zone" );
zm_zonemgr::add_adjacent_zone( "pap_zone",  "tunnel_zone",  "enter_tunnel_zone" );
zm_zonemgr::add_adjacent_zone( "tunnel_zone",  "jugg_zone",  "enter_jugg_zone" );
zm_zonemgr::add_adjacent_zone( "tunnel_zone",  "staff_zone",  "enter_staff_zone" );
zm_zonemgr::add_adjacent_zone( "box_zone",  "jugg_zone",  "enter_jugg_zone" );
    zm_zonemgr::add_adjacent_zone( "jugg_zone",  "dablock_zone",  "enter_dablock_zone" );
    zm_zonemgr::add_adjacent_zone( "dablock_zone",  "dablock_2",  "enter_dablock_2" );
level flag::init( "always_on" );
level flag::set( "always_on" );
}

function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}
function set_perk_limit(num)
{
wait( 30 );
level.perk_purchase_limit = num;
}

function teleport_zombies_init()
{
teleport_trig = GetEntArray( "teleport_zombies", "targetname" );
for (i = 0; i < teleport_trig.size; i++)
{
teleport_trig[i] thread teleport_zombies();
}
}

function teleport_zombies()
{
teleport_destination = GetEnt( self.target, "targetname" );
while(1)
{
zombs = getaispeciesarray("axis","all");
for(k=0;k<zombs.size;k++)
{
if( zombs[k] IsTouching( self ) )
{
zombs[k] ForceTeleport( teleport_destination.origin );
}
}
wait(0.01);
}
}

function player_teleporter_init()
{
player_tp = GetEntArray( "teleport_player", "targetname" );
for( i = 0; i < player_tp.size; i++ )
{
player_tp[i] thread player_teleport();
}
}

function player_teleport()
{
destination = GetEnt( self.target, "targetname" );
while(1)
{
self waittill( "trigger", player );
player SetOrigin( destination.origin );
player SetPlayerAngles( destination.angles );
}
}
function shootable_trigs()
{
    level.shootable_doors_Required = 3;
    level.shootable_door_count = 0;
    level thread shootable_door1();
    level thread shootable_door2();
    level thread shootable_door3();
    trigs = GetEntArray( "shootable_door", "targetname" );
    level.shootable_door_goal = trigs.size;
    foreach( trig in trigs )
        trig thread wait_for_shoot();
}
 function shootable_door1()
{
    trig1 = GetEnt("ee_trig1", "targetname");
    obj1 = GetEnt("ee_obj1", "targetname");
    trig1 SetHintString("");
    trig1 SetCursorHint("HINT_NOICON");
    while(1)
    {
        trig1 waittill("trigger", player);
        level.shootable_door_count++;
        thread wait_for_shoot();
        break;
    }
    trig1 Delete();
    obj1 Delete();
}
 
function shootable_door2()
{
    trig2 = GetEnt("ee_trig2", "targetname");
    obj2 = GetEnt("ee_obj2", "targetname");
    trig2 SetHintString("");
    trig2 SetCursorHint("HINT_NOICON");
    while(1)
    {
        trig2 waittill("trigger", player);
        level.shootable_door_count++;
        thread wait_for_shoot();
        break;
    }
    trig2 Delete();
    obj2 Delete();
}
 
function shootable_door3()
{
    trig3 = GetEnt("ee_trig3", "targetname");
    obj3 = GetEnt("ee_obj3", "targetname");
    trig3 SetHintString("");
    trig3 SetCursorHint("HINT_NOICON");
    while(1)
    {
        trig3 waittill("trigger", player);
        level.shootable_door_count++;
        thread wait_for_shoot();
        break;
    }
    trig3 Delete();
    obj3 Delete();
}

function wait_for_shoot()
{
    self waittill( "trigger", player );
    player PlayLocalSound( "zmb_cha_ching" );   // Change this to any sound alias you want
    {
    while(1)
    {
        self waittill(level.shootablesCollected >= level.shootable_doors_Required);
        if(level.shootable_door_count == level.shootable_doors_Required)
        {

        self open_door();

        }
        break;
    }
}

}
 
function open_door()
{
    doors = GetEntArray( "shootable_door_reward", "targetname" );
   
    foreach( door in doors )
        door PlaySound( "zmb_cha_ching" );
        wait(0.05);
            iprintlnbold("The Dungeon and Roof are acessible!");
    wait(0.05);
    foreach( door in doors )
        door delete();
    flag = doors[0].script_flag;
    level flag::set( flag );

}
[/noae]

 

 
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