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Script runtime error: potential infinite loop in script - killing script

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Created 10 years ago
by RamboBadass
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maps:
Undead Town
http://ugx-mods.com/forum/index.php?topic=2294.0 (Release)
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http://ugx-mods.com/forum/index.php?topic=2659.0
[WIP] mapping 39%, weapons 85%, scripts 65%
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ok im a bit confused but i get this as a error when i walk into only 1 of my zones. the game hangs for a few sec and returns to normal.....  anybody know what to do ?

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If Java had true garbage collection, most programs would delete themselves upon execution.
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The zone triggered by the blocker either doesnt exist (check for typos) or has no spawners linked to it.
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im double checking and will make a screen shot but the 2 spawners in the pic work great?


ok this is what i have for this zone, door, trigger, and spawner

Last Edit: January 12, 2014, 10:10:10 pm by rambobada555555
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And what about you rmapname.gsc zones function?
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dlc3_zone_init()
{

   add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
   add_adjacent_zone( "start_zone", "zone5", "enter_zone5" );
   add_adjacent_zone( "zone1", "zone2", "enter_zone2" );
   add_adjacent_zone( "zone1", "zone3", "enter_zone3" );
   add_adjacent_zone( "zone1", "zone4", "enter_zone4" );


from all the tuts iv seen it all looks right ...

Post Merge: January 13, 2014, 09:20:22 pm
anyone?


Post Merge: January 14, 2014, 02:04:21 pm
And what about you rmapname.gsc zones function?


could this have anything to do with it ... or a way to fix ....

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Last Edit: January 14, 2014, 02:04:21 pm by rambobada555555
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Did you try to compile your map? if that's dose not work try this, make a new map then name it whatever you want, then go into radiant and copy everything in your map "NOTE if radiant comes up with error just make prefabs" then ones that's done copy anything from you MAPNAME.GSC if you put anything in there or _zombiemode.gsc . now compile your new map and thats it :D  :P
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Il give it a try thx
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Marked as best answer by treminaor 10 years ago
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solved thx Trem!!!

Alright man, I fixed the problem with your map. You will be relieved to hear that there was nothing wrong with your zones or spawners. What happened was Treyarch's poor coding assumed that people would place at least 2 dog spawner structs and/or 2 riser structs per zone. They did not account for people who only place 1.  Anyone who places zero structs, or more than 1 struct, would not get this error.

So as a result, any of your zones which had exactly 1 dog struct or 1 riser struct would crash the entire zone manager script, causing the script_runtime error you were getting. And once the script has crashed, you no longer receive an error when opening new zones because the manager only needs to crash once to stop working entirely. Genius, right?  :please:

Add this IWD to your appdata/mods/mapname directory and your map SHOULD work fine now - make sure your dog spawners are working during dogrounds. Alternatively you could also just add more dog/riser structs to each zone to avoid the error.

 
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