After adding an additional light state for when the power is turned on I full complied and ran the map, it didnt load into the map it loaded to the main menu and I ran the map manually, I got the fastfile error.
I verified integrity of game cache of the mod tools and main game, re-compiled and same again
.
At the end of the compile it gives me this message(I know about the prefab error).
UNRECOVERABLE ERROR: ^1SCRIPT ERROR: No generated data for 'scripts/zm/zm_first.gsc' Linker will now terminate. ******************************************************************************** ================================================== Linker summary: There were 0 warnings and 1 error. Errors: ^1ERROR: Prefab '_prefabs/zm/zm/box_start.map' not found Arguments passed to linker: -language english -modsource zm_first ================================================== ^1 ^1^ ^1ERR(0) scripts/zm/zm_first.gsc (90,0) : syntax error, unexpected $end, expecting TOKEN_RIGHT_CURLY :
Here is my .gsc file aswell.
#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; //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; //***************************************************************************** // MAIN //***************************************************************************** function main() { zm_usermap::main(); thread init_power(); level._zombie_custom_add_weapons =&custom_add_weapons; //Setup the levels Zombie Zone Volumes level.zones = []; level.zone_manager_init_func =&usermap_test_zone_init; init_zones[0] = "start_zone"; level thread zm_zonemgr::manage_zones( init_zones ); level.pathdist_type = PATHDIST_ORIGINAL; } function usermap_test_zone_init() { zm_zonemgr::add_adjacent_zone("start_zone", "test_zone", "enter_test_zone"); 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 init_power() { level flag::wait_till("power_on"); level util::set_lighting_state(3);