oh I see. I will give it a try. thanks. does everything else seem to be in place?
so I changed over that one kvp to enter_area1 and still nothing. no words displayed for the option to buy it just nothing. I have tried different methods for opening like the script_vector for other door and still the same thing. kinda stumped. Post Merge: September 09, 2013, 06:21:10 amOk so I have the door thing mostly figured out. Only thing is the first upper spawn area door is the only one actually that moves the rest work and are able to pass through but don't move. 2 questions 1. How do I change it when the map first loads it says "tutorial map by sniperbolt" . 2. How do I change so when you start you don't have 500000 points. And once that's done I would like some people to beta test to try multi and look for glitches/errors. Thanks.
Last Edit: September 09, 2013, 06:21:10 am by iBarnett
put the files in a folder named Nazi_zombie_flop and put it in your appdata waw mods folder
Thats my map as its going to be. So it runs decent. Everything works. I had to many issues that kept reoccurring like changing simple script. ----The first spawn area upper door works perfect but the rest act normal just no movement which make for a harder game not being able to see through the doorway. second you start with 500000 and ya assume you have 0. third jugg is NOT fixed and the area by jugg the zombie on the lower floor sometime get stuck on lower rounds. other then that think its pretty good. command for sp is nazi_zombie_flop
**ZONING NOT WORKING** I can fix that be back up in a bit
Last Edit: September 11, 2013, 04:34:57 am by iBarnett
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So I assume you will do another upload when it's ready for official release?
zones I'm fixing now just didn't enter them in the .gsc file but for start points and doors havin no movement dunno so there stayin like that. Might try and finish once you guys release 1.1 and see if I can struggle to finish and put the 1.1 mod in.
K so it wasn't as easy to just add my zones into my. gsc which somehow was removed... Any ways radiant question for someone who has had this issue maybe. When I hit compile map in radiant it now compiles every map from launcher. And if I also have nothing compiled with no mods or anything in my appdata folder then go into launcher and just build my mod... With a fail ( not saying everything is ok ) Will somehow compile my map ( a very very previous version which I have no copy or saved data). Please why is my radiant doing this. My map is 98% done the only hold back is my zones not working now even though I 're-entered them the exact same. If I want to save my map and be able to load it into a new computer with radiant what files do I need. Guessing map_ source, mod, and zone_source maybe. Please help! Thanks. Post Merge: September 16, 2013, 05:30:09 amDownload: http://bayfiles.net/file/Wvux/TM2lID/nazi_zombie_candyland.rar
Mirror (copy/paste):
Place that folder in your appdata/local/activision/CoDWaW/mods. Run waw, run mod, hit consol "~" then type /map nazi_zombie_candyland
So this is a 99% done version the only down fall is I had to add dogs cuz apparently I cant change it to false or building my mod fails.. even though they weren't in it before... but really no big deal. but the doors! they don't open. well they don't slide after buying it you can go though it but it wont slide and disappear making it kinda hard at times ( except for the first upper spawn door works perfect) other then that enjoy. leave a post if you find a problem thanks!
Thanks to -Treminaor - For general help and video tuts -SajeOne - For general help and video tuts -Black Jack Jonny - For video tuts -Random People Thanks
Last Edit: September 16, 2013, 05:45:58 am by iBarnett
having gone through it solo, it really reminds me of old times of ascension back on BO1, it does look very good, and when/if you put v1.1 in, this will be a very sick map with all those perks/weapons which leads me on to my point of stock WaW weaponry/perks, many people including myself are sick to deaf of using these now, BO1 perks should also really be put in here and its easy where to place them but i understand it is your first map, you would need to add more to the map, so speed and mule kick can go where they belong
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Thanks for the other link! So im going to post some pics from radiant of my first upper spawn door/struct kvp's which is the only working one and then some kvp's from another one. - Working door kvp's - Working script_struct kvp's - Non working door kvp's - Non working script_struct kvp's
Last Edit: September 18, 2013, 06:27:24 pm by iBarnett
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Thank's you, I have tested and I say this is awesome! But have big bug and texture is... bad (light or white color burn my eyes)
I have screenshot, or i say in text bug : - Can't repair windows in... - Image of door when I buy and open, this blocked but I can cross - A object fail on windows... I dont know how to say
So... finally got to play the map, and I have to say... well done.
I really enjoyed your reimagining of Ascension, and think you designed each area really well. It was a lot of fun going into each new area and seeing how you re-created it.
Bit disappointed it's a stock map though, but despite this, and the fact the door textures would not disappear, I still had a blast playing through it.
Great job. Looked forward to an updated version very much.
Ok so lots of people have asked for Blops perks and a end game feature. So i added those in, widen the stairs by speed cola, tried and tried to fix the door issue but its just a no go BUT i did change all the textures so that you can see through them which makes it much more enjoyable. Even though not having the doors move is still a huge piss off, and also fixed some lighting and added differnt textures where there was some weird leaks. Later today around 8:00 pm-ish ill upload it into the map section calling Candy Land V.1 with a proper blurb thing.