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(BYZMODZ) Drop Ladder Buildable

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Created 9 years ago
by scriptz
0 Members and 1 Guest are viewing this topic.
5,708 views
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Date Registered: 22 December 2013
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- Bobby Z's Buildables -
[/glow][/b]
- Drop Ladder -
[/glow]


http://www.youtube.com/watch?v=R_rAE-FKTm8&feature=youtu.be

http://www.mediafire.com/download/e9z18gaempagps8/buildable+DROP+LADDER.rar

Instructions:

- First off go to the directory you extracted the files to (the files included in .rar download) 
  and open the mods folder then rename the folder "nazi_zombie_MAPNAME" to match your map name.

- Then go back to the directory containing your extracted files
  and copy all the folders then paste in your COD:WAW root folder.

- Then go to your maps folder (located in codwaw-root/mods/)
  and open the mod.csv and add the following at the bottom,
  then close & save :

fx,byzmodz/fx_byz_firefly
material,buildable_button_shader
material,buildable_power_box_shader
sound,byzmodz_drop_ladder_build_sounds,,all_mp

- NOTE: if you already have one of my other buildables in your map
  you will not need some of the sounds check sounds included
  to be sure you dont already have them :D

- Now open the maps folder in your maps folder, and open "nazi_zombie_MAPNAME.gsc"
  (NOTE: Your maps name would be in place of MAPNAME lol) then find this :

   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();

- Now add this under it :

   maps\byzmodz_buildable_drop_ladder_button::main();

- So it looks like this :

   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();
   maps\byzmodz_buildable_drop_ladder_button::main();

- Then close & save.

- Now open your cod-root folder , then open zone_source folder, and open your maps .csv nazi_zombie_MAPNAME.csv
  (NOTE: open nazi_zombie_MAPNAME.csv for your map, not the nazi_zombie_MAPNAME_patch.csv ;) )

- Then be sure you have this in that script, if not add it , it's for my work bench update :D

fx,env/light/fx_lights_lantern_on
fx,byzmodz/fx_byz_firefly

(NOTE: you don't have to use my work bench update if you dont want to waste your maps fx,
to ignore work bench update just disinclude that work_bench_latern_on function
i created in my buildables, and of course fx lines in the mod.csv and nazi_zombie_MAPNAME.csv,
and finally remove fx from folder, you can remove the script_structs from work bench prefab
but its not going to make any difference :P)

- Then go back to your nazi_zombie_mapname folder (Located in codwaw-root/mods/)
 & open  your nazi_zombie_mapname.gsc in maps folder and find this :

   level.DLC3.myFX = ::preCacheMyFX;

- Then add this under it:

   preCacheFX();

- So it looks like this:

   level.DLC3.myFX = ::preCacheMyFX;
   preCacheFX();

- then add this to the bottom of the script:

preCacheFX()
{

   level._effect["fx_lights_lantern_on"] = loadfx( "env/lights/fx_lights_lantern_on" );
   level._effect["fx_byz_firefly"] = loadfx( "byzmodz/fx_byz_firefly" );

}

- Then close & Save.

(NOTE: again if you have my other buildables, you've probably already done this step:P check to be sure :D)

- Now open your map in radiant and add prefabs, placement goes as follows :
(NOTE: this download included 5 prefabs but one of them is the work bench
which is in build loc prefab so you only are going to need to add the 4 prefabs
inside of map_source/_prefabs/BYZMODZ/buildable_drop_ladder/ )
-----------------------------------------------------------------------------------------------------------------------------
- byz_drop_ladder.map = This is the prefab of ladder that actually drops down, when player build activator and actovates ladder, Place it where you want it to be.

- dl_build_loc.map = This is the prefab of work bench with triggers and built devices, this is where building activation device happens, and where it is activated on, place it where you want it to be.

- dl_button_part_loc.map = This is the prefab of the first part player can pick up to build, Place it where you want.

- dl_pbox_part_loc.map = This is the prefab of the second part player can pick up to build, Place it where you want.
-----------------------------------------------------------------------------------------------------------------------------
- After you've added these prefabs close radiant saving your changes.

- Once back at Launcher select "Mod Builder" tab, then select your map, and then select newly added files in the list and build your mod, with "Build mod.ff Fastfile" & "Build IWD File" both selected.

- Then Finally select "Compile Level" tab, then select your map  and compile as you normally would.

Final Notes:

- as usually feel free to customize this buildable to your liking
  so for instance you want diffeent lookin shaders , different bench ,
  different ladder , no problem i dont mind :D
  i am always happy to share with the community :P

- Be sure when going through this tutorial , if you have one of my other buildables already check as you go to make sure you havent already done a step ;)

- Be sure to give credit xD
  Credit goes to me & also goes to don goony for his hack function & knuckle crack function.

- If you have any troubles with it, or even just need help customizing it, just add me to steam (bobby_z_begin) and ill be  glad to help.

 (also if you add me i always share stuff early with people on my steam friends list for testing purposes etc)

BYZMODZ


Double Post Merge: May 27, 2015, 12:23:02 am
srry im late on uploading satchel charge there was a lat minute update i wanted to make ill have it up a.s.a.p :D
hope you enjoy :D
Last Edit: May 27, 2015, 12:23:02 am by scriptz
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Been looking for something like this thank you for making that and keep the good work up
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thank you :D
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Pretty neat mate, might use this on my next map.  ;)
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thanks every 1 :D  , :P also wanted to let community know ill be uploading some more stuff within the next 2 days just spending that time preparing :D

and as usual if any needs to get a hold of me or needs help feel free to add me on steam, and ill be happy to help :D
also any ideas for perks  , buildables  , powerups , easter eggs , etc let me know ill be happy to try and make it :D

o yeah one more thing either this next upload i do or one after that , i will be uploading a new buildables i started which is a actual star gate teleporter , custom fx  , sounds , etc (the dhd is buildable) , anyways that buildables is almost done just adding some final touches for more detail , and my zombie population device buildable is almost ready as well (just adjusting hud placements) basically zombie population device is a machine you build that when you build then activate the person to activate it gets a zombie counter hud (i customized hud, i attached the dds of the base hud to give you an idea of what it looks like) anyways as for other players , the screen on the machione will display zombies left , so other players will have to go to that specific location everytime they wanna see how much zombies are left :P

steam i.d : bobby_z_begin


BYZMODZ
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Wow this is amazing :D I was wondering if you could create a script so when you get double points and nuke, it gives you 800 points (like bo1 & bo2) and i was also wondering if you could create a script so on instakill, the knife gives 130 points and on double points, gives 260 (like bo2 & bo2). That would be amazing, and im really loving your scripts so far :)
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Why not do what COD: Ghosts did and make the ladder have 2 parts and players shoot it to drop it down?
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Wow this is amazing :D I was wondering if you could create a script so when you get double points and nuke, it gives you 800 points (like bo1 & bo2) and i was also wondering if you could create a script so on instakill, the knife gives 130 points and on double points, gives 260 (like bo2 & bo2). That would be amazing, and im really loving your scripts so far :)

The double points nuke and carpenter is just a simple change in _zombiemode_powerups.gsc.
http://ugx-mods.com/forum/index.php?topic=2907.0
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The double points nuke and carpenter is just a simple change in _zombiemode_powerups.gsc.
http://ugx-mods.com/forum/index.php?topic=2907.0

Hm ok thanx, but the 260 knife on insta kill would be gr8 still  :alone:
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as ive mentioned in my other posts i apologize for lateness of reply first off to make double points and nuke work together thats actually easier then you think you dont need a seperate script just open _zombiemode_powerups.gsc

find this function :

nuke_powerup( drop_item )
{
   zombies = getaispeciesarray("axis");

   PlayFx( drop_item.fx, drop_item.origin );
   //   players = get_players();
   //   array_thread (players, ::nuke_flash);
   level thread nuke_flash();

   

   zombies = get_array_of_closest( drop_item.origin, zombies );

   for (i = 0; i < zombies.size; i++)
   {
      wait (randomfloatrange(0.1, 0.7));
      if( !IsDefined( zombies ) )
      {
         continue;
      }
      
      if( zombies.animname == "boss_zombie" )
      {
         continue;
      }

      if( is_magic_bullet_shield_enabled( zombies ) )
      {
         continue;
      }

      if( i < 5 && !( zombies enemy_is_dog() ) )
      {
         zombies thread animscripts\death::flame_death_fx();

      }

      if( !( zombies enemy_is_dog() ) )
      {
         zombies maps\_zombiemode_spawner::zombie_head_gib();
      }

      zombies dodamage( zombies.health + 666, zombies.origin );
      playsoundatposition( "nuked", zombies.origin );
   }

   players = get_players();
   for(i = 0; i < players.size; i++)
   {
      players.score += 400;
      players.score_total += 400;
      players maps\_zombiemode_score::set_player_score_hud();
   }

}

and replace it with this :

nuke_powerup( drop_item )
{
   zombies = getaispeciesarray("axis");

   PlayFx( drop_item.fx, drop_item.origin );
   //   players = get_players();
   //   array_thread (players, ::nuke_flash);
   level thread nuke_flash();

   

   zombies = get_array_of_closest( drop_item.origin, zombies );

   for (i = 0; i < zombies.size; i++)
   {
      wait (randomfloatrange(0.1, 0.7));
      if( !IsDefined( zombies ) )
      {
         continue;
      }
      
      if( zombies.animname == "boss_zombie" )
      {
         continue;
      }

      if( is_magic_bullet_shield_enabled( zombies ) )
      {
         continue;
      }

      if( i < 5 && !( zombies enemy_is_dog() ) )
      {
         zombies thread animscripts\death::flame_death_fx();

      }

      if( !( zombies enemy_is_dog() ) )
      {
         zombies maps\_zombiemode_spawner::zombie_head_gib();
      }

      zombies dodamage( zombies.health + 666, zombies.origin );
      playsoundatposition( "nuked", zombies.origin );
   }

   players = get_players();
   for(i = 0; i < players.size; i++)
   {

      if(level.zombie_vars["zombie_point_scalar"] == 1)
      {
         players.score += 400;
         players.score_total += 400;
         players maps\_zombiemode_score::set_player_score_hud();
      }
      else(level.zombie_vars["zombie_point_scalar"] == 2)
      {
         players.score += 800;
         players.score_total += 800;
         players maps\_zombiemode_score::set_player_score_hud();
      }

   }

}


that will make nuke work with double points and also if you have carpenter and want double points to work with that
then find this function :

start_carpenter( origin )
{

   level thread play_devil_dialog("carp_vox");
   window_boards = getstructarray( "exterior_goal", "targetname" );
   total = level.exterior_goals.size;
   
   //COLLIN
   carp_ent = spawn("script_origin", (0,0,0));
   carp_ent playloopsound( "carp_loop" );
   
   while(true)
   {
      windows = get_closest_window_repair(window_boards, origin);
      if( !IsDefined( windows ) )
      {
         carp_ent stoploopsound( 1 );
         carp_ent playsound( "carp_end", "sound_done" );
         carp_ent waittill( "sound_done" );
         break;
      }
      
      else
         window_boards = array_remove(window_boards, windows);


      while(1)
      {
         if( all_chunks_intact( windows.barrier_chunks ) )
         {
            break;
         }

         chunk = get_random_destroyed_chunk( windows.barrier_chunks );

         if( !IsDefined( chunk ) )
            break;

         windows thread maps\_zombiemode_blockers_new::replace_chunk( chunk, false, true );
         windows.clip enable_trigger();
         windows.clip DisconnectPaths();
         wait_network_frame();
         wait(0.05);
      }
 

      wait_network_frame();
      
   }


   players = get_players();
   for(i = 0; i < players.size; i++)
   {
      players.score += 200;
      players.score_total += 200;
      players maps\_zombiemode_score::set_player_score_hud();
   }


   carp_ent delete();


}

and replace it with this :

start_carpenter( origin )
{

   level thread play_devil_dialog("carp_vox");
   window_boards = getstructarray( "exterior_goal", "targetname" );
   total = level.exterior_goals.size;
   
   //COLLIN
   carp_ent = spawn("script_origin", (0,0,0));
   carp_ent playloopsound( "carp_loop" );
   
   while(true)
   {
      windows = get_closest_window_repair(window_boards, origin);
      if( !IsDefined( windows ) )
      {
         carp_ent stoploopsound( 1 );
         carp_ent playsound( "carp_end", "sound_done" );
         carp_ent waittill( "sound_done" );
         break;
      }
      
      else
         window_boards = array_remove(window_boards, windows);


      while(1)
      {
         if( all_chunks_intact( windows.barrier_chunks ) )
         {
            break;
         }

         chunk = get_random_destroyed_chunk( windows.barrier_chunks );

         if( !IsDefined( chunk ) )
            break;

         windows thread maps\_zombiemode_blockers_new::replace_chunk( chunk, false, true );
         windows.clip enable_trigger();
         windows.clip DisconnectPaths();
         wait_network_frame();
         wait(0.05);
      }
 

      wait_network_frame();
      
   }


   players = get_players();
   for(i = 0; i < players.size; i++)
   {

      if(level.zombie_vars["zombie_point_scalar"] == 1)
      {
         players.score += 200;
         players.score_total += 200;
         players maps\_zombiemode_score::set_player_score_hud();
      }

      else(level.zombie_vars["zombie_point_scalar"] == 2)
      {
         players.score += 400;
         players.score_total += 400;
         players maps\_zombiemode_score::set_player_score_hud();
      }

   }


   carp_ent delete();


}

and that will make double points work with carpenter :D


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find this function :

Code Snippet
Plaintext
nuke_powerup( drop_item )
{
zombies = getaispeciesarray("axis");

PlayFx( drop_item.fx, drop_item.origin );
// players = get_players();
// array_thread (players, ::nuke_flash);
level thread nuke_flash();



zombies = get_array_of_closest( drop_item.origin, zombies );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.1, 0.7));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( zombies[i].animname == "boss_zombie" )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( i < 5 && !( zombies[i] enemy_is_dog() ) )
{
zombies[i] thread animscripts\death::flame_death_fx();

}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( zombies[i].health + 666, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}

players = get_players();
for(i = 0; i < players.size; i++)
{
players[i].score += 400;
players[i].score_total += 400;
players[i] maps\_zombiemode_score::set_player_score_hud();
}

}

and replace it with this :

Code Snippet
Plaintext
nuke_powerup( drop_item )
{
zombies = getaispeciesarray("axis");

PlayFx( drop_item.fx, drop_item.origin );
// players = get_players();
// array_thread (players, ::nuke_flash);
level thread nuke_flash();



zombies = get_array_of_closest( drop_item.origin, zombies );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.1, 0.7));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( zombies[i].animname == "boss_zombie" )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( i < 5 && !( zombies[i] enemy_is_dog() ) )
{
zombies[i] thread animscripts\death::flame_death_fx();

}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( zombies[i].health + 666, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}

players = get_players();
for(i = 0; i < players.size; i++)
{

if(level.zombie_vars["zombie_point_scalar"] == 1)
{
players[i].score += 400;
players[i].score_total += 400;
players[i] maps\_zombiemode_score::set_player_score_hud();
}
else(level.zombie_vars["zombie_point_scalar"] == 2)
{
players[i].score += 800;
players[i].score_total += 800;
players[i] maps\_zombiemode_score::set_player_score_hud();
}

}

}


that will make nuke work with double points and also if you have carpenter and want double points to work with that
then find this function :

start_carpenter( origin )
{

level thread play_devil_dialog("carp_vox");
window_boards = getstructarray( "exterior_goal", "targetname" );
total = level.exterior_goals.size;

//COLLIN
carp_ent = spawn("script_origin", (0,0,0));
carp_ent playloopsound( "carp_loop" );

while(true)
{
windows = get_closest_window_repair(window_boards, origin);
if( !IsDefined( windows ) )
{
carp_ent stoploopsound( 1 );
carp_ent playsound( "carp_end", "sound_done" );
carp_ent waittill( "sound_done" );
break;
}

else
window_boards = array_remove(window_boards, windows);


while(1)
{
if( all_chunks_intact( windows.barrier_chunks ) )
{
break;
}

chunk = get_random_destroyed_chunk( windows.barrier_chunks );

if( !IsDefined( chunk ) )
break;

windows thread maps\_zombiemode_blockers_new::replace_chunk( chunk, false, true );
windows.clip enable_trigger();
windows.clip DisconnectPaths();
wait_network_frame();
wait(0.05);
}
 

wait_network_frame();

}


players = get_players();
for(i = 0; i < players.size; i++)
{
players[i].score += 200;
players[i].score_total += 200;
players[i] maps\_zombiemode_score::set_player_score_hud();
}


carp_ent delete();


}

and replace it with this :

start_carpenter( origin )
{

level thread play_devil_dialog("carp_vox");
window_boards = getstructarray( "exterior_goal", "targetname" );
total = level.exterior_goals.size;

//COLLIN
carp_ent = spawn("script_origin", (0,0,0));
carp_ent playloopsound( "carp_loop" );

while(true)
{
windows = get_closest_window_repair(window_boards, origin);
if( !IsDefined( windows ) )
{
carp_ent stoploopsound( 1 );
carp_ent playsound( "carp_end", "sound_done" );
carp_ent waittill( "sound_done" );
break;
}

else
window_boards = array_remove(window_boards, windows);


while(1)
{
if( all_chunks_intact( windows.barrier_chunks ) )
{
break;
}

chunk = get_random_destroyed_chunk( windows.barrier_chunks );

if( !IsDefined( chunk ) )
break;

windows thread maps\_zombiemode_blockers_new::replace_chunk( chunk, false, true );
windows.clip enable_trigger();
windows.clip DisconnectPaths();
wait_network_frame();
wait(0.05);
}
 

wait_network_frame();

}


players = get_players();
for(i = 0; i < players.size; i++)
{

if(level.zombie_vars["zombie_point_scalar"] == 1)
{
players[i].score += 200;
players[i].score_total += 200;
players[i] maps\_zombiemode_score::set_player_score_hud();
}

else(level.zombie_vars["zombie_point_scalar"] == 2)
{
players[i].score += 400;
players[i].score_total += 400;
players[i] maps\_zombiemode_score::set_player_score_hud();
}

}


carp_ent delete();


}

and that will make double points work with carpenter :D
Rule 9: Use code tags. Please fix.
Last Edit: June 08, 2015, 12:07:17 am by MAK911
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Date Registered: 19 January 2019
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script compile error, when run in developer mode !!



undefined is not an array, string or vector.
how i can fix??



 
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