Hi Guys,
i have this error since Sunday and I can't fix it.
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ERROR: Exceeded limit of 400 'fx' assets.
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Ok, here are my files:
nazi_zombie_bunker_re.csv
Code:
ignore,code_post_gfx
ignore,common
// my strings
//localize,zombie
//localize,nazi_zombie_bunker_re
//localize,nazi_zombie_bunker_re_mod
// for zombie specific assets
// Moved to Mod.ff
//include,zombiemode
// for coop players
include,common_player_us
// for zombie specific assets,
include,zombiemode
include,zombiemode_dogs
// for puddle effects,
include,water
material,water_droplet
material,water_dynamic_spray
xmodel,zombie_vending_price
material,nightvision_overlay_goggles
material,decode_characters
material,decode_characters_glow
rawfile,sun/nazi_zombie_bunker_re.sun
rawfile,clientscripts/nazi_zombie_bunker_re.csc
rawfile,clientscripts/nazi_zombie_bunker_re_amb.csc
rawfile,clientscripts/nazi_zombie_bunker_re_fx.csc
rawfile,clientscripts/createfx/nazi_zombie_bunker_re_fx.csc,,
rawfile,maps/createfx/nazi_zombie_bunker_re_fx.gsc,,
rawfile,maps/nazi_zombie_bunker_re_fx.gsc
rawfile,maps/nazi_zombie_bunker_re.gsc
rawfile,maps/nazi_zombie_sumpf_blockers.gsc,,
rawfile,maps/nazi_zombie_sumpf_trap_pendulum.gsc,,
rawfile,maps/nazi_zombie_sumpf_zone_management.gsc,,
rawfile,maps/nazi_zombie_sumpf_perks.gsc,,
rawfile,maps/nazi_zombie_sumpf_bouncing_betties.gsc,,
rawfile,maps/nazi_zombie_sumpf_zipline.gsc,,
rawfile,maps/nazi_zombie_sumpf_bridge.gsc,,
rawfile,maps/nazi_zombie_sumpf_blockers.gsc,,
rawfile,maps/createart/nazi_zombie_bunker_re_art.gsc,,
rawfile,maps/_zombiemode_weapons_sumpf.gsc
rawfile,vision/zombie_bunker_re.vision,,
rawfile,vision/zombie_sumpf_dogs.vision,,
rawfile,rumble/explosion_generic,,
rawfile,rumble/explosion_generic_l.rmb,,
rawfile,rumble/explosion_generic_h.rmb,,
col_map_sp,maps/nazi_zombie_bunker_re.d3dbsp,,
sound,common,nazi_zombie_bunker_re,all_sp
sound,generic,nazi_zombie_bunker_re,all_sp
sound,voiceovers,nazi_zombie_bunker_re,all_sp
sound,requests,nazi_zombie_bunker_re,all_sp
sound,character,nazi_zombie_bunker_re,all_sp
sound,projectiles,nazi_zombie_bunker_re,all_sp
sound,nazi_zombie_bunker_re,nazi_zombie_bunker_re,all_sp
sound,physics,nazi_zombie_bunker_re,all_sp
sound,destructibles,nazi_zombie_bunker_re,all_sp
sound,dlc2_vox,nazi_zombie_bunker_re,all_sp
sound,dlc2_share,nazi_zombie_bunker_re,all_sp
sound,weapons,audio_test_tuey,all_sp
xmodel,viewmodel_usa_marine_arms,,
xmodel,viewmodel_usa_marine_player,,
xanim,ch_dazed_d_death,,
xanim,ch_dazed_c_death,,
xanim,ch_dazed_b_death,,
xanim,ch_dazed_a_death,,
xanim,ch_dazed_d,,
xanim,ch_dazed_c,,
xanim,ch_dazed_b,,
xanim,ch_dazed_a
fx,maps/zombie/fx_zombie_debris_removal
//fx,maps/mak/fx_fire_fuel_spill
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail
//fx,maps/zombie/fx_zombie_chopper_trp_blur
//xmodel,skybox_zombie
xmodel,zombie_teddybear
// ESM - added for sumpf vending machines,
xmodel,zombie_vending_jugg_on_price
xmodel,zombie_vending_doubletap_price
xmodel,zombie_vending_revive_on_price
xmodel,zombie_vending_sleight_on_price
// ESM - trap cagelights
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green
fx,env/electrical/fx_elec_wire_spark_burst
// WEAPONS,
// cut weapons,
//weapon,sp/colt_dirty_harry
//weapon,sp/doublebarrel
//weapon,sp/fg42_bipod
//weapon,sp/mg42_bipod
//weapon,sp/m1garand_gl
//weapon,sp/mk2_frag
//weapon,sp/walther
//weapon,sp/30cal_bipod
//weapon,sp/fg42_bipod_crouch
//weapon,sp/fg42_bipod_stand
//weapon,sp/fg42_bipod_prone
//weapon,sp/mg42_bipod_crouch
//weapon,sp/mg42_bipod_stand
//weapon,sp/mg42_bipod_prone
//weapon,sp/type99_lmg_bipod_crouch
//weapon,sp/type99_lmg_bipod_stand
//weapon,sp/type99_lmg_bipod_prone
//weapon,sp/30cal_bipod_crouch
//weapon,sp/30cal_bipod_stand
//weapon,sp/30cal_bipod_prone
// grenades
weapon,sp/stielhandgranate
//weapon,sp/fraggrenade
// weapons
weapon,sp/zombie_30cal
weapon,sp/zombie_bar
weapon,sp/colt // default weaponn
weapon,sp/zombie_colt // last stand weapon
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_sawed
weapon,sp/zombie_fg42
weapon,sp/zombie_gewehr43
//weapon,sp/kar98k
//weapon,sp/kar98k_scoped_zombie
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1garand
weapon,sp/m2_flamethrower_zombie
weapon,sp/m1garand_gl_zombie
weapon,sp/m7_launcher_zombie
weapon,sp/zombie_mg42
weapon,sp/molotov
weapon,sp/zombie_mp40
weapon,sp/napalmblob // default weapon
weapon,sp/napalmbloblight // default weapon
weapon,sp/panzerschrek_zombie
weapon,sp/zombie_ppsh
weapon,sp/ptrs41_zombie
weapon,sp/ray_gun
weapon,sp/zombie_shotgun
//weapon,sp/springfield
weapon,sp/zombie_stg44
weapon,sp/sw_357
weapon,sp/tesla_gun
weapon,sp/zombie_thompson
weapon,sp/zombie_type99_rifle
//weapon,sp/type99_rifle_scoped_zombie
weapon,sp/zombie_type100_smg
// footstep
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud
// ambient effects
//fx,maps/zombie/fx_meteor_ambient
//fx,maps/zombie/fx_meteor_flash
//fx,maps/zombie/fx_meteor_flash_spawn
//fx,maps/zombie/fx_meteor_hotspot
// electric trap fx
//fx,env/electrical/fx_elec_wire_spark_burst
//fx,misc/fx_zombie_electric_trap_loc
//fx,misc/fx_zombie_electric_trap
//fx,misc/fx_zombie_zapper_light_green
//fx,misc/fx_zombie_zapper_light_red
// hanging light fx
//fx,env/light/fx_glow_hanginglamp
// dogs
//fx,maps/zombie/fx_zombie_dog_eyes
//fx,maps/zombie/fx_zombie_dog_explosion
//fx,maps/zombie/fx_zombie_dog_fire_trail
//fx,maps/zombie/fx_zombie_dog_ash_trail
//fx,maps/zombie/fx_zombie_dog_breath
//fx,maps/zombie/fx_zombie_chopper_trp
//fx,maps/zombie/fx_zombie_fire_trp
//fx,maps/zombie/fx_zombie_log_trp
//fx,maps/zombie/fx_zombie_dog_gate_start
//fx,maps/zombie/fx_zombie_dog_gate_looping
//fx,maps/zombie/fx_zombie_dog_gate_end
// magic box
//fx,maps/zombie/fx_zombie_lght_marker
//fx,maps/zombie/fx_zombie_lght_marker_flare
// Perks-a-cola effects
fx,misc/fx_zombie_perk_lottery
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on
fx,misc/fx_zombie_perk_lottery_4
// electrical trap
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
nazi_zombie_bunker_re_load.csv
Code:
ignore,code_post_gfx
ignore,common
ui_map,maps/nazi_zombie_bunker_re.csv
nazi_zombie_bunker_re_patch.csv
Code:
// material,
material,zombie_electric_shock_overlay
// SCRIPT,
rawfile,animscripts/death.gsc
rawfile,animscripts/melee.gsc
rawfile,animscripts/scripted.gsc
rawfile,animscripts/utility.gsc
rawfile,animscripts/shared.gsc
rawfile,animscripts/combat.gsc
rawfile,animscripts/traverse/jump_over_high_wall.gsc
rawfile,animscripts/traverse/jump_up_80.gsc
rawfile,animscripts/traverse/jump_up_96.gsc
rawfile,animscripts/traverse/wall_hop.gsc
rawfile,animscripts/traverse/shared.gsc
rawfile,animscripts/traverse/stepup_56.gsc
rawfile,maps/_arcademode.gsc
rawfile,maps/_audio.gsc
rawfile,maps/_callbackglobal.gsc
rawfile,maps/_challenges_coop.gsc
rawfile,maps/_collectibles_game.gsc
//rawfile,maps/_friendlyfire.gsc
rawfile,maps/_gameskill.gsc
rawfile,maps/_laststand.gsc
rawfile,maps/_load.gsc
rawfile,maps/_loadout.gsc
rawfile,maps/_mgturret.gsc
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_dogs.gsc
// dog sounds clientsided,
rawfile,clientscripts/_callbacks.csc
rawfile,clientscripts/_footsteps.csc
// dog script,
rawfile,animscripts/dog_combat.gsc
rawfile,animscripts/dog_death.gsc
rawfile,animscripts/dog_init.gsc
rawfile,animscripts/dog_pain.gsc
rawfile,animscripts/dog_move.gsc
rawfile,animscripts/dog_scripted.gsc
rawfile,animscripts/dog_stop.gsc
rawfile,animscripts/dog_flashed.gsc
// character model,
rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc
// shellshock,
rawfile,shock/dog_bite.shock
// animtrees,
rawfile,animtrees/dog.atr
rawfile,animtrees/generic_human.atr
// string table,
stringtable,mp/zombiemode.csv
// menu,
menufile,ui/hud.txt
Any ideas???
(you see i have a lot og the fx cut with // but no result -.- )