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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, supersword, playername, novemberdobby
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Author Topic: zombie blockers
Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jan. 12, 2009 03:03 am
[TYA]CmE4paIn writes...
Quote:
ALso you have to have script_flag on the trigger_use. What bothers me about this is. Everyone is copying treyarch's wiki to their websites. And we all know whats going on with that. SO this little tidbit of information needs to make it into the tutorial.


Could you elaborate on the Key and value for the script_flag please? My site - RGN - runs a very good Wiki. I will update it once I have the info.

edited on Jan. 12, 2009 05:04 am by Tally
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 13, 2010
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Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jan. 12, 2009 04:31 am
Basically they are using on the blocker piece/brush whatever a script_flag with value of : " " (nothing).

This is strange to say the least as I don't tend to use it and only get seemingly unrelated errors in dev mode, loading normally is fine.
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[TYA]CmE4paIn
General Member
Since: Aug 19, 2008
Posts: 47
Last: Jan 24, 2010
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Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jan. 12, 2009 08:03 am
There is no value. Just the key. The script_flag line is in the zombie_blockers.gsc line 228 where I was drawing the error from.******* script runtime error *******
undefined is not an array index: (file 'maps/_zombiemode_blockers.gsc', line 228)
if( !IsDefined( level.flag[self.script_flag] ) ).

So when I made the trigger for the blocker I had verything in there just as the tutorial reads. But just added the additional key of script_flag. Value stays blank. all my errors went away by adding this key in. I checked it a couple times by removing it and then the error comes back. Also another thing I found is you dont have to use the "linkto" and "linkname" if you dont want too. You can just select the trigger and then the script struct and auto target them with the W key. Only difference is the script or brushmodel dissappears instead of staying in the map. The drawback to doing it that way is you lose the FX.
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-DoT-Demon
General Member
Since: Nov 20, 2008
Posts: 130
Last: Jan 13, 2009
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Level 4
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jan. 12, 2009 08:58 am
i dont have script_flag anywhere and all mine work fine. i thought that pressing w just added the script_linkname and linkto with a unique number?
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[TYA]CmE4paIn
General Member
Since: Aug 19, 2008
Posts: 47
Last: Jan 24, 2010
[view latest posts]
Level 2
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jan. 12, 2009 11:28 am
-DoT-Demon writes...
Quote:
i dont have script_flag anywhere and all mine work fine. i thought that pressing w just added the script_linkname and linkto with a unique number?


No it just adds autotarget with its own unique number. It does not link it to any of the scripts in the gsc so when you run the map the blocker just dissappears with no effects whatsoever.

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-DoT-Demon
General Member
Since: Nov 20, 2008
Posts: 130
Last: Jan 13, 2009
[view latest posts]
Level 4
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jan. 13, 2009 08:52 am
i said it adds script_linkname and linkto nothing to do with gsc.
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