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Mystery Box 2.0 Full Release

POLLHOT
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Created 9 years ago
by PROxFTW
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Poll

Question: Do you want hacker already implemented?

Yes
6 (66.7%)
No
1 (11.1%)
I don't care, up to you.
2 (22.2%)

Total Members Voted: 8

Voting closed: November 16, 2014, 09:12:12 pm

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it gave me that error because i didnt tick the animtree in iwd file list when building mod

Double Post Merge: October 31, 2014, 03:34:02 pm
i also dont fully understand what the box is supposed to do? like whats different? im very confused :'(
Basically it is trying to make adjusting features of the box easier. Also I have had people always ask me about the firesale so this includes the firesale. And adds features into the box from BO and BO2 that the box was specifically designed for and helps people who have little scripting knowledge to change features with just changing 1 thing then a whole function. And also fixes up a few bugs that were originally present in the WAW version.
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so firesale is pre-scripted?

Double Post Merge: October 31, 2014, 03:45:54 pm
Basically it is trying to make adjusting features of the box easier. Also I have had people always ask me about the firesale so this includes the firesale. And adds features into the box from BO and BO2 that the box was specifically designed for and helps people who have little scripting knowledge to change features with just changing 1 thing then a whole function. And also fixes up a few bugs that were originally present in the WAW version.
ohh i see thats nice really nice :D also when box leaves it leaves it light behind is it supposed to do that?
Last Edit: October 31, 2014, 03:45:54 pm by Rorke
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so firesale is pre-scripted?

Double Post Merge: October 31, 2014, 03:45:54 pm
ohh i see thats nice really nice :D also when box leaves it leaves it light behind is it supposed to do that?
Firesale is already setup in the MysteryBox2.gsc script all you have to do is add the powerup then simply thread the line in MysteryBox2.gsc and it will start working. The thing with the firesale is sounds and shaders must be ported yourself. I may make an iwd or ff file for those who don't own BO or BO2 for sounds and the shader.
Which light? The one for location or the one when it opens?
Last Edit: October 31, 2014, 03:49:42 pm by PROxFTW
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so firesale is pre-scripted?

Double Post Merge: October 31, 2014, 03:45:54 pm
ohh i see thats nice really nice :D also when box leaves it leaves it light behind is it supposed to do that?

That is fixed in the lastest version, with the hintstring bug fixed
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http://gyazo.com/dcc76a2c3e0addb53d2475d0040fc049
?
Oops another mess up got to update that later as well now. In _zombiemode_powerups is what I meant. Ill fix it up later with the other one.
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i already have if you want me to pm you with it?
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i already have if you want me to pm you with it?
Do you have material,FireSaleShader in mod.csv?
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Do you have material,FireSaleShader in mod.csv?
no ive not ported anything to do with fire sale stuff

Double Post Merge: October 31, 2014, 04:04:37 pm
no ive not ported anything to do with fire sale stuff
ill probibly do that later on today, also is the box copy and past? or whats crack with that

Double Post Merge: October 31, 2014, 04:05:18 pm
no ive not ported anything to do with fire sale stuff

Double Post Merge: October 31, 2014, 04:04:37 pm
ill probibly do that later on today, also is the box copy and past? or whats crack with that
also i found the 3 boxes that the main box is sat on is black? might be my light grid but idk
Last Edit: October 31, 2014, 04:05:18 pm by Rorke
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no ive not ported anything to do with fire sale stuff
Then ignore it or you can use another shader for testing. Otherwise it will be a checkerboard shader.
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yeah when i spawn in its there constantly flashing but ive commented it out

Double Post Merge: October 31, 2014, 04:08:42 pm
untill i can get and do the stuff needed for it
Last Edit: October 31, 2014, 04:08:42 pm by Rorke
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yeah when i spawn in its there constantly flashing but ive commented it out
Hmm.. Ill take a look in a bit. And what do you mean copy and paste? Like using the same prefab over and over? Then Yes.
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Hmm.. Ill take a look in a bit. And what do you mean copy and paste? Like using the same prefab over and over? Then Yes.
yeah thats what i meant and perfect (was getting tired of right clicking and being limited to 5 weapon boxes per map) thanks man +1 for you again :D

Double Post Merge: October 31, 2014, 04:46:00 pm
i have found a extra fix for 1 weapon glitch using this box!!!!

Double Post Merge: October 31, 2014, 07:39:14 pm
any ideas on how to get the model working?
Last Edit: October 31, 2014, 07:39:14 pm by Rorke
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Stupid, but it works.
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I keep having this error. I don't know what im doing wrong but its the dlc3_code part in the tutorial that im stuck with         
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I keep having this error. I don't know what im doing wrong but its the dlc3_code part in the tutorial that im stuck with  (Image removed from quote.)      (Image removed from quote.)
Ok I know what that is. I forgot I updated my script to work with a few of my features. In _zombiemode_weapons.gsc replace
Code Snippet
Plaintext
include_zombie_weapon( weapon_name, in_box, weighting_func, BoxIncreaseRarity )
{

}
with
Code Snippet
Plaintext
include_zombie_weapon( weapon_name, in_box, weighting_func, BoxIncreaseRarity )
{
if( !IsDefined( level.zombie_include_weapons ) )
{
level.zombie_include_weapons = [];
}
if( !isDefined( in_box ) )
{
in_box = true;
}

level.zombie_include_weapons[weapon_name] = in_box;

if( !isDefined( weighting_func ) )
{
level.weapon_weighting_funcs[weapon_name] = maps\_zombiemode_weapons::default_weighting_func;
}
else
{
level.weapon_weighting_funcs[weapon_name] = weighting_func;
}

if( IsDefined( BoxIncreaseRarity ) )
level.BoxIncreaseRarity[weapon_name] = BoxIncreaseRarity;
else
level.BoxIncreaseRarity[weapon_name] = 1;
}
Ill fix this up in the tutorial hopefully sometime today. If you have any more errors let me know I will fix them up but this should fix it up.

 
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