Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 50 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: [Tutorial] How to Fix "Infinite Loop"
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: Friday, May. 22, 2009 10:25 am
Information
After numerous tests, I finally found the problem that is causing the infinite loop error. This will show you how to fix this. It will also fix spawn issues in your map (spawning in wrong place, etc.).

GSC File

Open nazi_zombie_yourmaphere.gsc (raw\maps) and delete this line, found in the main() function:

Code:
level thread watch_magic_doors();
level thread spawn_point_override();
level thread toilet_useage();
level thread chair_useage();


Code:
activate_goals_when_door_opened(door,key,type)
watch_magic_doors()
magic_box_light()
waitfor_flag_open_chest_location(which)
magic_box_limit_location_init()
spawn_point_override();
toilet_useage();
chair_useage();


NOTE: I am removing the split spawn script, as it basically has no point because it will still split 3 or 4 players up. Also, I am removing the chair and toiled scripts because it causes one infinite loop.

Now, go to this function:

init_nazi_zombie_ver_ex()

Now, inside of it, delete these lines:

Code:
flag_init("both_doors_opened");
flag_init("electric_switch_used");
level thread activate_goals_when_door_opened("north1_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north2_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north3_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north4_lower_door","script_noteworthy","zombie_door");
level thread activate_goals_when_door_opened("north5_lower_door","script_noteworthy","zombie_door");
flag_init("both_doors_opened");


Delete all of the lines listed above. Next, look for this function:

master_electric_switch()

In it, delete this line:

Code:
flag_set("electric_switch_used");


Recompile and rebuild your mod and it should no longer give the error and it should load and play a lot faster. Credits [HOG]Rampage customcod.com modsonline.com

Hope this helps!



Share |
Pointy
General Member
Since: Oct 5, 2004
Posts: 69
Last: Jun 2, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 05:19 am
I am not sure exactly why this needs to be a tutorial, but obviously if you use the Asylum script as a base for your own map, you should always delete any code that you are not using or that does not apply to your map. There is lots of stuff that will be specific to Asylum, especially effects, zones and doors. There is also some stuff hard coded in the zombie scripts look out for if(level.script == "nazi_zombie_asylum") statements, as these will stop certain parts from working properly with your map.

I have never had any problems with infinite loops in my map, and i use the spawn_point_override & toilet_useage threads.

Les
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: Saturday, May. 23, 2009 07:06 am
Well, a lot of people do. Sorry, but why shouldn't this be a tutorial? It has helped many people so far.

For the spawn point override, beware...it may cause spawn issues in Coop with over 2 people. That's why I removed it.

edited on May. 23, 2009 03:11 am by Sgt.Rampage

edited on May. 23, 2009 06:31 am by techno2sl
Share |
DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 07:13 am
-- DELETED POST PER FORUM RULES --
Share |
DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
[view latest posts]
Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 07:27 am
I think some people need a Tutorial on what a tutorial is!

Tutorial
From Wikipedia,
A tutorial is one method of transferring knowledge and may be used as a part of learning. More interactive and specific than a book or a lecture; a tutorial seeks to teach by example and supply the information to complete a certain task.

I just thought some people on here should know this information!
Thanks


, DeCap
Share |
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: Saturday, May. 23, 2009 09:13 am
Infinite loops are caused by using the Asylum scripts that call on entities in the map... which are not there. You can place those entities to fix the problem, or more appropriately remove ALL related code that you are not using.

The tutorial is fine, it might help newcomers.

The best thing though is to fix all errors until your map loads in "developer 2" without any errors showing on the screen and nothing spamming the console.

Use "logfile 1" > "developer 2" > "devmap nazi_zombie_mapname"

Wait a while, quite the game, load the log. Press "F3" and do "edit>find" "ERROR". Then start fixing [thumbs_up]

Also it's best to change the "ver_ex" references with "edit/find/replace" to your maps name.


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: Saturday, May. 23, 2009 09:51 am
Thanks for the tips, techno!
Share |
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 10:21 am
-removed quote of deleted post-

Pointy is not Pointless. If you use the iwi2dds converter at all for your work, you have Pointy to thank for that. He made that, free of charge to the community, way back in COD2 days.

If he hadn't done it, we would never be able to convert any of COD's stock IWI files to DDS, and a ton of mods would never have been made.

edited on May. 23, 2009 06:35 am by techno2sl
Share |
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: Saturday, May. 23, 2009 10:41 am
Stay civil, debates are fine but arguments are NOT.

Statements that are not abusive and offer points and additions to the topic are what these forums are for, Pointys is just that.

Now, back on topic [exclamation]
Share |
Pointy
General Member
Since: Oct 5, 2004
Posts: 69
Last: Jun 2, 2009
[view latest posts]
Level 3
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 08:19 pm
I wasn't criticising Sgt.Rampage, I was merely expressing my opinion. I don’t believe deleting stuff because you can’t get it working it the correct way to go about it. I am a stubborn git and like to figure out why it does not work.

What issues were you having with the spawn override? Were players spawning in the wrong place? If so it’s because the wiki is wrong (as I have found in several places), you need 4 structs for each side, and you also need so edit the line in spectator_reapawn

if(level.script == "nazi_zombie_asylum")

to include your script name.

The toilet trigger needs to be a trigger_use and NOT a trigger_multiple. ( another example of wrong info in the wiki)

I am all for helping people out as Sgt.Rampage knows, I took time out of my own map to make a test map to help him get the ambient rains sound to work in Chinatown. I have also found his posts very useful and informative.

Keep up the good work!

Les
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty: World at War : CoDWW Zombie/Co-Op Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»