now i cant open ape to see if these assets are missing at all, i dont know if its a gdt error but when i compile and link my map i get this instead of done
[L3akMod (D3V)] Modifications have loaded successfully!
in my launcher instead of the "done" I have had this happen to me b4 in the passed but i forgot what i did to get ape back up and be able to open the other launcher and when i start game i get this
please im trying to release this as soon as possible heres a peek
please i dont like being stuck I am very patient as you can see^^ but it can get frustrating when things dont work cuz i messed up somewhere i can provide any information needed
I had this happen to my mod before. It relates to any "bad" line(s) of code in the scripts. It may not necessarily be YOURMAPNAME.gsc going wrong, but something else. It can be anything from a script using a function with contents not called, using scripts without the proper #using involved, wrong use of scripts but still compiles due to proper syntax, etc. I am still new to scripting in BO3 so I am sorry if I cannot answer it fully. Hope this helped
Sample Text:
OKAY it had 3 files to replace once i did that i was able to compile and link now but i get this error [ATTACH=full]989[/ATTACH] i found this on it https://forum.modme.co/threads/harry-bo21s-perk-v2-2-1.3004/ im gonna carefully do this and hope for the best
Are you using add-on perks? I remember when I was testing out a map and I could not use a certain perk and I got errors, so I gave up, lol. But it could also be a typo in the code. Not totally sure
Winitkid:
hello, Sample Text Thank you for reply, i am using a addon pack (HB21's perk pack from back in the day), but giving up is never the option! I have gotten around this problem before some how on these big maps like this
if i could get someone to look at my gsc (hopefully i find it it and its not too serious) And can someone try to see (if they have the same packs i do) in their version of doubletapp.2 .gscc file and tell if the first four numbers are 8047 (and if not what are they?
i think theres a mistake in my .gsc still cause after doing all of it i still get the same scripting error
no worries Sample text i understand, I was new here at one point too EST.2019 Even i get stuck on stuff like this mainly cuz im not a frequent modder/nor scripter most of that time i spent trying to figure out stuff like this out (also ALOT of time in Radiant xD ) As i progress onto this problem tho i found this link from a similar problem i had on my old map back in the day https://forum.modme.co/threads/get-error-when-linking-my-map.1388/
1.I think what i did back then was, change 1 number in that .gscc one of these>> (which # or what to change it to IDR, i really dont feal like trying this again^^ tryed so many numbers i have so many possibilities) or 2.maybe what i did was, not even use <and Instead i used> (I cant actually post the file, I dont want to violate any permissions; as their not my prefabs) or 3. What i did was, i didnt use hb21's doubletap and instead used the games doubletap all though im sure the perk works fine for others, i just dont want to figure it out and this mght be a viable solution. (like ima go into radiant and delete his double tap prefab and replace it with the core.commons)
Im trying something out with method #2 atm i'll lyk if it works. :D since im tired of trying to fix the number even tho i know both are probly needed (when i keep compiling the map gsh and gsc and everything the doubletapp.gscc is broken somehow and if i delete it, launcher will say all good but then map still has scripting error, then if i go to compile it again, it just puts one in replace of it) so i might just end up doing method #3 but when i do that i get the same scripting error(the original one from before) im almost positive its something in my gsc
Winitkid:
heres my gsc if someone can figure out where im screwing things up I have a buildable power in the script
when you turn power on the valve rotates, dam moves, waterfall model appears, water moves, then waterfall model deletes (I thought about doing this in a seperate script but as i have done it without doin that before i went ahead and just put it in my gsc)
and a buyable cover trigger around pap (which i havnt gotten to get around to implementing due to this current problem) i also want to have a key card that drops appon brutus's first death but dont know where or how to implement it into nsz_brutus.gsc
Winitkid:
okayyy good news :D so it wasnt my .gsc it was something in my old prefab download i had that was corrupt redownloaded the prefab now i get this ui error but i am able to test my map