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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: 2 of the 4 perk machines work correctly
DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 08:59 am
All my machines work fine except for the hint strings on 2 of the 4 machines.
Revive and Juggernog turn on but still say they have no power.
Double Tap and fast reload turn on and reference corectly!

Any ideas why the two won't say they are on when the switch is thrown?

Yes I can buy from all of them and the perk works fine. It's only the two hint strings.

[banghead]
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 09:06 am
I had this when someone would spam "F" to try and buy a vending machine WHILE the electric was just starting up.

You can check the "zombie.str" in raw/English/localizedstrings

And double check the "_zombiemode_perks.gsc"


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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 09:19 am
What am I checking for? Why would two work perfect and the other two not?
Are the revive and juggernut different somehow?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 09:31 am
I think it's:

self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );

In zombiemode_perks.gsc

That references:

REFERENCE FLAMES_UNAVAILABLE
LANG_ENGLISH "The power must be activated first"

In zombie.str

But as I said when people spam the F key when the power is starting up it seems to break them occasionally, I'll look into.
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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 09:43 am
We are thinking this is happening because of having more than one door triggered when the switch is thrown

Sgt.Rampage is testing right now
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Saturday, May. 23, 2009 10:45 pm
This appears to happen when a user is standing in a perka-cola trigger while the power is being activated. But you can still buy the perks, at least on my map anyway, and I removed those power doors.
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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 12:11 am
I just had an issue where the hint strings for the window barriers did not show up either.

This is so annoying!
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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 05:04 am
Techno, I just looked at the script a bit more. It looks like the perka-cola machines start working after the trigger when they are notified to. So, they are not directly being called to start. From what I understand, they are just waiting for the switch to be pulled, and once it is, it will start them up. So, if it doesn't get notified to start, it never will.
(I am tired, so this probably made no sense haha)

edited on May. 24, 2009 01:06 am 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.
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DeCap
General Member
Since: Dec 24, 2008
Posts: 153
Last: Oct 30, 2009
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Level 4
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, May. 28, 2009 04:38 pm
Added alot of stuff to my map. Including some more triggers. Noticing and heard that there might be a trigger limit? Heard through the grape vine that this might be whats causing this. Anyone going through this too?
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, May. 28, 2009 04:44 pm
I don't think there's a trigger limit. But possibly a hint string limit when precaching the hint strings.

I had "max hinstrings 32" error when adding Playernames ammo box script, I deleted one of the new hinstrings and everything was fine again.

Those perk machines that have hint problems actually have those problems on Asylum as well. So we're not doing anything wrong but the new asylum scripts must have a problem.
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