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Dead Town

HOT
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Created 11 years ago
by Mckay
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If Java had true garbage collection, most programs would delete themselves upon execution.
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Because like I said, there is some code running after yours that sets it to zombie factory. No matter what code you write, it's going to be overridden until you remove the code that's setting zombie_factory.
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Because like I said, there is some code running after yours that sets it to zombie factory. No matter what code you write, it's going to be overridden until you remove the code that's setting zombie_factory.

hmm, i've looked through most if not all files, searched for 'zombie_factory' and got no matches to due with the vision. Found a line in 'ugxm_user_settings', and i commented it out, but it had no affect.
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hmm, i've looked through most if not all files, searched for 'zombie_factory' and got no matches to due with the vision. Found a line in 'ugxm_user_settings', and i commented it out, but it had no affect.
You must not be searching in the right place.


The two lines at the bottom are what I was talking about. You need to make sure that line isn't happening in your _art.gsc. I could've sworn there was a line in _zombiemode.gsc but I don't see it.
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Nope it's not anywhere other than within my map's _art file, and it shouldn't, but if this is causing the problem, here is my _art.gsc:

Code Snippet
Plaintext
//_createart generated.  modify at your own risk. Changing values should be fine.
main()
{

level.tweakfile = true;
 
// *depth of field section*
level.do_not_use_dof = false;
level.dofDefault["nearStart"] = 0;
level.dofDefault["nearEnd"] = 60;
level.dofDefault["farStart"] = 2000;
level.dofDefault["farEnd"] = 10000;
level.dofDefault["nearBlur"] = 6;
level.dofDefault["farBlur"] = 2;

players = maps\_utility::get_players();
for( i = 0; i < players.size; i++ )
{
players[i] maps\_art::setdefaultdepthoffield();
}
 
// *Fog section*

setdvar("scr_fog_exp_halfplane", "1763.99");
setdvar("scr_fog_exp_halfheight", "541.494");
setdvar("scr_fog_nearplane", "814.911");
setdvar("scr_fog_red", "0.5");
setdvar("scr_fog_green", "0.5");
setdvar("scr_fog_blue", "0.55");
setdvar("scr_fog_baseheight", "-451.652");

setdvar("visionstore_glowTweakEnable", "0");
setdvar("visionstore_glowTweakRadius0", "5");
setdvar("visionstore_glowTweakRadius1", "");
setdvar("visionstore_glowTweakBloomCutoff", "0.5");
setdvar("visionstore_glowTweakBloomDesaturation", "0");
setdvar("visionstore_glowTweakBloomIntensity0", "1");
setdvar("visionstore_glowTweakBloomIntensity1", "");
setdvar("visionstore_glowTweakSkyBleedIntensity0", "");
setdvar("visionstore_glowTweakSkyBleedIntensity1", "");

//* Fog section *
level thread fog_settings();
 
// Controls Visions
if(level.ugxm_settings["gamemode"] == 1)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 2)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 3)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else if(level.ugxm_settings["gamemode"] == 4)
{
level thread maps\_utility::set_all_players_visionset( "zombie_factory", 0.1 );
}
else
{
level thread maps\_utility::set_all_players_visionset( "_bw", 0.1 );
}
}

fog_settings()
{
start_dist = 229;
halfway_dist = 200;
halfway_height = 380;
base_height = 200;
red = 0.16;
green = 0.204;
blue = 0.274;
trans_time = 0;

SetVolFog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time );
}
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Nope it's not anywhere other than within my map's _art file, and it shouldn't, but if this is causing the problem, here is my _art.gsc:

The art file might not run after the gamemode has been set. Try moving your code to a more typical place.
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Just tested the code within my map's GSC, and there is no change. It's not really a big deal, just rather keep it the way it was even after the restart.
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waiting on this map is pure torture, well its kind of like waiting on christmas. Remember when u were 8 and it seemed christmas came every 3 years. yeah thats how i feel :rainbow:
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you know
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look in OP for latest map images.
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Can't wait for this map it's gonna be one of the best this year glad your taking your time the longer it takes the better it will be loved 444 but this is a whole new level of awesome keep it up man  :pffft:
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Good to see it's at 95%.  ;D
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 :) cooll
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Cool map :D
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Any progress?
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this maps been 95% since the beginning if that makes sense. Im really looking forward to this map, alcatraz and firing range. Truthfully its like waiting on christmas or income tax checks. the good thing is the longer these maps take the better there probably going to be

 
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