get error when linking my map
Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot :
Thread By: Stonermagoo420 It was working the other day then i goto compile, link and launcher says this
E : \ SteamLibrary\steamapps\common\Call of Duty Black Ops III \ / gdtdb / gdtdb . exe / update
gdtDB : updating
processed ( 0 GDTs ) ( 0 assets ) in 2.042 sec
gdtDB : successfully updated database .
E : \ SteamLibrary\steamapps\common\Call of Duty Black Ops III \ / bin / linker_modtools . exe - language english - modsource zm_thehill
Linking "zm_thehill" ( usermaps\zm_thehill stable 3015543 v593 ) :
processing ...
^ 1 ERROR : Lua not supported
rawfile : ui / uieditor / widgets / hud / zm_perks / customperkicons . lua
csv : hb21_perks . zpkg
csv : zone_source / zm_thehill . zone
********************************************************************************
UNRECOVERABLE ERROR :
^ 1 SCRIPT ERROR : No generated data for & #39;scripts/zm/_zm_perk_doubletap2.gscc'
Linker will now terminate .
********************************************************************************
==================================================
Linker summary :
There were 0 warnings and 1 error .
Errors :
^ 1 ERROR : Lua not supported
Arguments passed to linker :
- language english - modsource zm_thehill
==================================================
^ 1
^ 1 -------------^
^ 1 ERR ( 0 ) scripts / zm / _zm_perk_doubletap2 . gscc ( 1 , 14 ) : syntax error , unexpected TOKEN_IDENTIFIER , expecting $end :
so this wasnt my previous problem but now it is. Yesterday I went to go load my map and it said it couldnt load the fast file which is bogus. The .ff should be just fine, I only created this map the other day to copy over alot of prefabs I have on older maps. I tried this to because i thought it would save me time on my map but now idk now that im done with the big map idk why its not loading in. I have gone and looked at line (1,14) in the .gscc and it is the exact same as the harry's. but even if it was working I dont think it will fix the fast file problem I have. The lua is working on the other maps, and was working on this map yesterday but when I ran the map in game the .ff zone file wouldn't load ... is there something new about the zone fast files and lua that i missed.. or am I just wrong, its something completly different.. please, help me all together I have put to much time into radiant on this one map to let it go.
ModmeBot :
Reply By: mathfag Reinstall leakmod.https://phabricator.aviacreations.com/w/black_ops_3/lua_%28lui%29/installation/
ModmeBot :
Reply By: Stonermagoo420
mathfag Reinstall leakmod. https://phabricator.aviacreations.com/w/black_ops_3/lua_%28lui%29/installation/ I just installed the l3akmods, thank you because now i see it is the gsc that is messed up when i goto load the map i get this error
I dont know if there might be something wrong with my gsc file itself but I have checked it and could not seem to find anything wrong with the script.(I could be wrong though) so Yeah, here take a look at my gsc and see where i messed up.. ps everything is hooked up to their entities in radiant.
#using scripts\codescripts\struct;
#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;
#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;
#insert scripts\zm\_zm_utility.gsh;
#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;
#using scripts\shared\ai\zombie_utility;
//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_electric_cherry;
#using scripts\zm\_zm_perk_widows_wine;
#using scripts\zm\_zm_perk_vulture_aid;
#using scripts\zm\_zm_perk_whoswho;
#using scripts\zm\_zm_perk_tombstone;
#using scripts\zm\_zm_perk_phdflopper;
#using scripts\zm\_zm_perk_random;
//Traps
#using scripts\zm\_zm_trap_electric;
#using scripts\zm\_zm_trap_fire;
#using scripts\zm\_hb21_sym_zm_trap_turret;
#using scripts\zm\_hb21_zm_trap_flogger;
#using scripts\zm\_hb21_zm_trap_centrifuge;
#using scripts\zm\_hb21_zm_trap_flinger;
#using scripts\zm\_hb21_sym_zm_trap_chain;
#using scripts\zm\_hb21_sym_zm_trap_fan;
// WAW WEAPON STUFF
#using scripts\zm\_zm_t4_weapons;
// BO2 WEAPON STUFF
#using scripts\zm\_zm_t6_weapons;
// BO3 WEAPON STUFF
#using scripts\zm\_zm_t7_weapons;
// NAPALM ZOMBIE
#using scripts\zm\_hb21_zm_ai_napalm;
// SONIC Zombie
#using scripts\zm\_hb21_zm_ai_sonic;
//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
//#using scripts\zm\_zm_powerup_weapon_minigun;
//Traps
#using scripts\zm\_zm_trap_electric;
#using scripts\zm\zm_usermap;
#using scripts\_ZK\zk_buyable_elevator_v2;
#using scripts\_redspace\rs_o_jump_pad;
//*****************************************************************************
// MAIN
//*****************************************************************************
function main ()
{
level shootable_trigs ();
level thread set_perk_limit ( 10 ); // This sets the perk limit to 10
zm_usermap :: main ();
level thread zk_buyable_elevator_v2 :: init ();
player_teleporter_init ();
level . _zombie_custom_add_weapons =& amp ; custom_add_weapons ;
//Setup the levels Zombie Zone Volumes
level . zones = [];
level . zone_manager_init_func =& amp ; usermap_test_zone_init ;
init_zones [ 0 ] = "start_zone" ;
level thread zm_zonemgr :: manage_zones ( init_zones );
level . pathdist_type = PATHDIST_ORIGINAL ;
thread teleport_zombies_init ();
}
function usermap_test_zone_init ()
{
zm_zonemgr :: add_adjacent_zone ( "start_zone" , "box_zone" , "enter_box_zone" );
zm_zonemgr :: add_adjacent_zone ( "start_zone" , "power_zone" , "enter_power_zone" );
zm_zonemgr :: add_adjacent_zone ( "power_zone" , "phd_zone" , "enter_phd_zone" );
zm_zonemgr :: add_adjacent_zone ( "power_zone" , "roof_zone" , "enter_roof_zone" );
zm_zonemgr :: add_adjacent_zone ( "start_zone" , "pap_zone" , "enter_pap_zone" );
zm_zonemgr :: add_adjacent_zone ( "pap_zone" , "tunnel_zone" , "enter_tunnel_zone" );
zm_zonemgr :: add_adjacent_zone ( "tunnel_zone" , "jugg_zone" , "enter_jugg_zone" );
zm_zonemgr :: add_adjacent_zone ( "tunnel_zone" , "staff_zone" , "enter_staff_zone" );
zm_zonemgr :: add_adjacent_zone ( "box_zone" , "jugg_zone" , "enter_jugg_zone" );
zm_zonemgr :: add_adjacent_zone ( "jugg_zone" , "dablock_zone" , "enter_dablock_zone" );
zm_zonemgr :: add_adjacent_zone ( "dablock_zone" , "dablock_2" , "enter_dablock_2" );
level flag :: init ( "always_on" );
level flag :: set ( "always_on" );
}
function custom_add_weapons ()
{
zm_weapons :: load_weapon_spec_from_table ( "gamedata/weapons/zm/zm_levelcommon_weapons.csv" , 1 );
}
function set_perk_limit ( num )
{
wait ( 30 );
level . perk_purchase_limit = num ;
}
function teleport_zombies_init ()
{
teleport_trig = GetEntArray ( "teleport_zombies" , "targetname" );
for ( i = 0 ; i & lt ; teleport_trig . size ; i ++ )
{
teleport_trig [ i ] thread teleport_zombies ();
}
}
function teleport_zombies ()
{
teleport_destination = GetEnt ( self . target , "targetname" );
while ( 1 )
{
zombs = getaispeciesarray ( "axis" , "all" );
for ( k = 0 ; k & lt ; zombs . size ; k ++ ) { = "" if ( = "" zombs [ k ] = "" istouching ( = "" self = "" ) = "" ) = "" { = "" zombs [ k ] = "" forceteleport ( = "" teleport_destination . origin = "" ); = "" } = "" } = "" wait ( 0.01 ); = "" } = "" } = "" function = "" player_teleporter_init () = "" { = "" player_tp = "GetEntArray(" "teleport_player" , = "" "targetname" = "" ); = "" for ( = "" i = "0;" i = "" & lt ; = "" player_tp . size ; = "" i ++= "" ) = "" { = "" player_tp [ i ] = "" thread = "" player_teleport (); = "" } = "" } = "" function = "" player_teleport () = "" { = "" destination = "GetEnt(" self . target , = "" "targetname" = "" ); = "" while ( 1 ) = "" { = "" self = "" waittill ( = "" "trigger" , = "" player = "" ); = "" player = "" setorigin ( = "" destination . origin = "" ); = "" player = "" setplayerangles ( = "" destination . angles = "" ); = "" } = "" } = "" function = "" shootable_trigs () = "" { = "" level . shootable_doors_required = "3;" level . shootable_door_count = "0;" level = "" thread = "" shootable_door1 (); = "" level = "" thread = "" shootable_door2 (); = "" level = "" thread = "" shootable_door3 (); = "" trigs = "GetEntArray(" "shootable_door" , = "" "targetname" = "" ); = "" level . shootable_door_goal = "trigs.size;" foreach ( = "" trig = "" in = "" trigs = "" ) = "" trig = "" thread = "" wait_for_shoot (); = "" } = "" function = "" shootable_door1 () = "" { = "" trig1 = "GetEnt(" ee_trig1 "," "targetname" ); = "" obj1 = "GetEnt(" ee_obj1 "," "targetname" ); = "" trig1 = "" sethintstring ( "" ); = "" trig1 = "" setcursorhint ( "hint_noicon" ); = "" while ( 1 ) = "" { = "" trig1 = "" waittill ( "trigger" , = "" player ); = "" level . shootable_door_count ++ ; = "" thread = "" wait_for_shoot (); = "" break ; = "" } = "" trig1 = "" delete (); = "" obj1 = "" delete (); = "" } = "" function = "" shootable_door2 () = "" { = "" trig2 = "GetEnt(" ee_trig2 "," "targetname" ); = "" obj2 = "GetEnt(" ee_obj2 "," "targetname" ); = "" trig2 = "" sethintstring ( "" ); = "" trig2 = "" setcursorhint ( "hint_noicon" ); = "" while ( 1 ) = "" { = "" trig2 = "" waittill ( "trigger" , = "" player ); = "" level . shootable_door_count ++ ; = "" thread = "" wait_for_shoot (); = "" break ; = "" } = "" trig2 = "" delete (); = "" obj2 = "" delete (); = "" } = "" function = "" shootable_door3 () = "" { = "" trig3 = "GetEnt(" ee_trig3 "," "targetname" ); = "" obj3 = "GetEnt(" ee_obj3 "," "targetname" ); = "" trig3 = "" sethintstring ( "" ); = "" trig3 = "" setcursorhint ( "hint_noicon" ); = "" while ( 1 ) = "" { = "" trig3 = "" waittill ( "trigger" , = "" player ); = "" level . shootable_door_count ++ ; = "" thread = "" wait_for_shoot (); = "" break ; = "" } = "" trig3 = "" delete (); = "" obj3 = "" delete (); = "" } = "" function = "" wait_for_shoot () = "" { = "" self = "" waittill ( = "" "trigger" , = "" player = "" ); = "" player = "" playlocalsound ( = "" "zmb_cha_ching" = "" ); = "" change = "" this = "" to = "" any = "" sound = "" alias = "" you = "" want = "" { = "" while ( 1 ) = "" { = "" self = "" waittill ( level . shootablescollected = "" & gt ; = level . shootable_doors_Required );
if ( level . shootable_door_count == level . shootable_doors_Required )
{
self open_door ();
}
break ;
}
}
}
function open_door ()
{
doors = GetEntArray ( "shootable_door_reward" , "targetname" );
foreach ( door in doors )
door PlaySound ( "zmb_cha_ching" );
wait ( 0.05 );
iprintlnbold ( "The Dungeon and Roof are acessible!" );
wait ( 0.05 );
foreach ( door in doors )
door delete ();
flag = doors [ 0 ] . script_flag ;
level flag :: set ( flag );
}
& lt ; / zombs . size ; k ++ ) & gt ;