Are you able to edit stock scripts? i added the zombiemode and dog scripts into my map scripts folder and entered them in my zone file but any changes i make arent made. you can take usermaps from the same folder as zm and dogs and changes you make in it work. i just started messing with bo3 so i dont know if im doing something wrong or if you just have to make a work around like when it comes to setting your points
Some require a mod to overwrite, not sure if that list is changing or not. I think a few since the beginning have been added to the list of being able to edit in your map folder.
Edit: Try and find pointer functions you can create to modify those scripts that you can't edit in map folders. They have a lot in there. For example:
When you assign pointers, or look for them, make sure you look at the arguments passed so you don't get errors in dev:
Code Snippet
Plaintext
[[level._game_module_game_end_check]]()
This one passes none so its not an issue.
But this one passes player.
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if ( IsDefined(level.func_override_wallbuy_prompt) ) { if ( !self [[level.func_override_wallbuy_prompt]]( player ) ) //can set hint text, disallows use of trigger if returns false { return false; } }
So you would set it up like this:
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//place this inside you main function of your mapname.gsc level.func_override_wallbuy_prompt = &NoWallGuns;
//place this at the end of your mapname.gsc function NoWallGuns(player) { self.stub.hint_string = ""; self.stub.cursor_hint = "HINT_NOICON"; return false; }
Last Edit: March 02, 2017, 06:03:09 pm by MakeCents
Some require a mod to overwrite, not sure if that list is changing or not. I think a few since the beginning have been added to the list of being able to edit in your map folder.
Edit: Try and find pointer functions you can create to modify those scripts that you can't edit in map folders. They have a lot in there. For example:
When you assign pointers, or look for them, make sure you look at the arguments passed so you don't get errors in dev:
Code Snippet
Plaintext
[[level._game_module_game_end_check]]()
This one passes none so its not an issue.
But this one passes player.
Code Snippet
Plaintext
if ( IsDefined(level.func_override_wallbuy_prompt) ) { if ( !self [[level.func_override_wallbuy_prompt]]( player ) ) //can set hint text, disallows use of trigger if returns false { return false; } }
So you would set it up like this:
Code Snippet
Plaintext
//place this inside you main function of your mapname.gsc level.func_override_wallbuy_prompt = &NoWallGuns;
//place this at the end of your mapname.gsc function NoWallGuns(player) { self.stub.hint_string = ""; self.stub.cursor_hint = "HINT_NOICON"; return false; }
Thanks for the info man! That will help out a lot I appreciate it. Is there a list that has what scripts you can edit available somewhere in the tools? I found a lot of their documents they gave us to help us learn but I haven't seen anything in them that says what scripts you can and can't edit without a mod. I'll take a look again though. Thanks again
Last Edit: March 02, 2017, 07:46:21 pm by josemassacre