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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Trigger Use Problems
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
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Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 04:31 am
I am having a weird issue where some of my trigger uses for things like my buy mortar and buy satchel are not working at all. They just show a little hand. I am using the exact same scripts and prefabs for them in my test map and they work fine, but in another map they don't work at all. They won't let me buy them or anything

Any ideas?

Thanks,

Rampage
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 04:51 am
Hey Rampage,
1. Make sure that you are giving the trigger the proper targetname and you are specifying witch weapon it is properly.
See Zombie Tutorial For Beginners for more info.

2. Make sure that in your map's GSC that you have added the proper code for the zombie weapons. Again, see Zombie Tutorial For Beginners for more info.

Hope this helps!
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
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Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 04:59 am
I made the scripts and they work excellent in my test map, but not in another map. I even tried copying the content of the GSC from the map that doesn't have the stuff working into the GSC of the working one, and it still worked in the test map. Also, I copied over the prefabs I used for the buy mortar rounds, etc. and it worked in the test map.

I did notice that the stuff stopped working after I added a few more trigger_uses. Is there a limit??

This is so strange lol.

edited on May. 24, 2009 01:01 am by Sgt.Rampage
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 05:08 am
There shouldn't be a limit of trigger_uses... Hmm, I will have to think about this one!
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
Share |
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 07:57 pm
Okay, I got my mortar rounds and satchel charges working fine, but I cannot get the artillery to fire now. It was working in my test map, but it wont fire at all in my new map. Also, it doesn't change the hint string to "Firing...", it just stays at "Call in an artillery strike [Cost: 3500]". Here is the radio artillery code, the other codes are the same as my test map:

Code:
radio_artillery()
{
   while(1)
   {
	wait(0.05);
      player = undefined;
      
      self sethintstring( "Call in an artillery strike [Cost: 3500]" );
      self usetriggerrequirelookat();
      self waittill( "trigger", player );
   
      starts = GetEntArray( "art_origin", "targetname" );
      art_target = GetStructArray( "art_target","script_noteworthy" );

      if( is_player_valid( player ) )
      {
         if( player.score >= self.zombie_cost )
         {
            player maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
            rocket_barrage( 10, starts, art_target, 2500, 1200 );
            self sethintstring( "Firing..." );
            wait(3);
            self sethintstring( "Reloading artillery..." );
            wait(180);
            self sethintstring( "Call in an artillery strike [Cost: 3500]" );
         }
      }      
   }
}


Am I doing something wrong?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 08:15 pm
Load in dev 2 mode and see if you get a "max hinstrings" errors when you buy the arty.

Oh and are you precaching those strings somewhere?

edited on May. 24, 2009 04:16 pm by techno2sl
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
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Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 09:09 pm
If the arty isn't working at all, then it could not be calling the script over all. Add in a few "iprintln" lines to make sure that it is running. Also, do run it in developer 2 like techno said. It can give you errors that you can't see!

edited on May. 24, 2009 05:10 pm by playername
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
Share |
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 11:21 pm
I have to precache those strings? I didn't have to in my test map.

I am gonna try the developer 2 now.

edited on May. 24, 2009 07:22 pm by Sgt.Rampage
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playername
Preferred Member
Since: Aug 24, 2006
Posts: 821
Last: Apr 15, 2011
[view latest posts]
Level 7
Forum Moderator
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Sunday, May. 24, 2009 11:50 pm
Hmm, you only have to precache strings that are in the localized string files. This is for language support. Instead of having to change all of the scripts to something, they just change the string files.

Anyway, it doesn't make sense that it would work in one map and not another. What major differences are between the test and new map's scripts or map?
nullFew tips for coding.
1. Keep the script as short as possible.
2. Don't comment every line. Only comment portions where they may be needed to point something out.
3. Don't over complicate the script, keep it organized and easy to read.

These help you find simple errors and makes it easy to make changes.
Share |
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, May. 25, 2009 12:05 am
The test map doesn't have much in it, but the new map has a lot of things in it. This happened in my other map too, Vacant. Everything worked perfect in a test map, but not in Vacant.

I had no errors about "max hintstrings" or anything.

edited on May. 24, 2009 08:05 pm by Sgt.Rampage
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