ExclamationSolvedneed QUICK HELP PLS

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need QUICK HELP PLS
whats wrong on this code ? BECOME > unknown funktion < error
cant find the mistake pls help quick .. im working on new zombie mod version
if the new version is finished i upload my old version
--------------------------------------------------------------------------

Code:
#include common_scripts\utility;
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;

init()
{
	level.doCustomMap = 0;
	level.doorwait = 0.3;
	level.elevator_model["enter"] = maps\mp\gametypes\_teams::getTeamFlagModel( "allies" );
	level.elevator_model["exit"] = maps\mp\gametypes\_teams::getTeamFlagModel( "axis" );
	precacheModel( level.elevator_model["enter"] );
	precacheModel( level.elevator_model["exit"] );
	wait 1;
	if(getDvar("mapname") == "mp_afghan"){ /** Afghan **/
		level thread Afghan();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_boneyard"){ /** Scrapyard **/
		level thread Scrapyard();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_brecourt"){ /** Wasteland **/
		level thread Wasteland();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_checkpoint"){ /** Karachi **/
		level thread Karachi();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_derail"){ /** Derail **/
		level thread Derail();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_estate"){ /** Estate **/
		level thread Estate();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_favela"){ /** Favela **/
		level thread Favela();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_highrise"){ /** HighRise **/
		level thread HighRise();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_nightshift"){ /** Skidrow **/
		level thread Skidrow();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_invasion"){ /** Invasion **/
		level thread Invasion();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_quarry"){ /** Quarry **/
		level thread Quarry();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_rundown"){ /** Rundown **/
		level thread Rundown();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_rust"){ /** Rust **/
		level thread Rust();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_subbase"){ /** SubBase **/
		level thread SubBase();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_terminal"){ /** Terminal **/
		level thread Terminal();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_crash"){ /** Crash **/
		level thread Crash();
		level.doCustomMap = 1;
	}
	if(getDvar("mapname") == "mp_underpass"){ /** Underpass **/
		level thread Underpass();
		level.doCustomMap = 1;
	}
	if(level.doCustomMap == 1){
		level.gameState = "starting";
		//if(!level.testing)
			level thread CreateMapWait();
		//
	} else {
		level.gameState = "starting";
		wait 20;
		level notify("CREATED");
	}
}

CreateMapWait()
{
	level.TimerText destroy();
	level.Timer destroy();
	level.TimerText = level createServerFontString( "objective", 1.5 );
	level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
	level.TimerText setText("^3Wait ^2for ^1the ^4map ^3to ^2be ^1created:");
	level.Timer = level createServerFontString( "objective", 2 );
	level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
	level.Timer.color = (1,1,0);
	for(i = 20; i > 0; i--)
	{
		level.Timer setValue(i);
		foreach(player in level.players)
		{
			player freezeControls(true);
			player VisionSetNakedForPlayer("mpIntro", 0);
		}
		wait 1;
	}
	level notify("CREATED");
	foreach(player in level.players)
	{
		player freezeControls(false);
		player VisionSetNakedForPlayer(getDvar("mapname"), 0);
	}
}

CreateWalls(start,end){D=Distance((start[0],start[1],0),(end[0],end[1],0));H=Distance((0,0,start[2]),(0,0,end[2]));blocks=roundUp(D/55);height=roundUp(H/30);CX=end[0] - start[0];CY=end[1] - start[1];CZ=end[2] - start[2];XA =(CX/blocks);YA =(CY/blocks);ZA =(CZ/height);TXA =(XA/4);TYA =(YA/4);Temp=VectorToAngles(end - start);Angle =(0,Temp[1],90);for(h=0;h < height;h++){block=spawn("script_model",(start +(TXA,TYA,10)+((0,0,ZA)* h)));block setModel("com_plasticcase_friendly");block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;for(i=1;i < blocks;i++){block=spawn("script_model",(start +((XA,YA,0)* i)+(0,0,10)+((0,0,ZA)* h)));block setModel("com_plasticcase_friendly");block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}block=spawn("script_model",((end[0],end[1],start[2])+(TXA * -1,TYA * -1,10)+((0,0,ZA)* h)));block setModel("com_plasticcase_friendly");block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}} 
CreateGrids(corner1,corner2,angle){W=Distance((corner1[0],0,0),(corner2[0],0,0));L=Distance((0,corner1[1],0),(0,corner2[1],0));H=Distance((0,0,corner1[2]),(0,0,corner2[2]));CX=corner2[0] - corner1[0];CY=corner2[1] - corner1[1];CZ=corner2[2] - corner1[2];ROWS=roundUp(W/55);COLUMNS=roundUp(L/30);HEIGHT=roundUp(H/20);XA=CX/ROWS;YA=CY/COLUMNS;ZA=CZ/HEIGHT;center=spawn("script_model",corner1);for(r=0;r<=ROWS;r++){for(c=0;c<=COLUMNS;c++){for(h=0;h<=HEIGHT;h++){block=spawn("script_model",(corner1 +(XA * r,YA * c,ZA * h)));block setModel("com_plasticcase_friendly");block.angles =(0,0,0);block Solid();block LinkTo(center);block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.01;}}}center.angles=angle;}
CreateRamps(top,bottom){D=Distance(top,bottom);blocks=roundUp(D/30);CX=top[0] - bottom[0];CY=top[1] - bottom[1];CZ=top[2] - bottom[2];XA=CX/blocks;YA=CY/blocks;ZA=CZ/blocks;CXY=Distance((top[0],top[1],0),(bottom[0],bottom[1],0));Temp=VectorToAngles(top - bottom);BA =(Temp[2],Temp[1] + 90,Temp[0]);for(b=0;b < blocks;b++){block=spawn("script_model",(bottom +((XA,YA,ZA)* B)));block setModel("com_plasticcase_friendly");block.angles=BA;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.01;}block=spawn("script_model",(bottom +((XA,YA,ZA)* blocks)-(0,0,5)));block setModel("com_plasticcase_friendly");block.angles =(BA[0],BA[1],0);block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.01;}
CreateElevator(enter,exit,angle){flag=spawn("script_model",enter);flag setModel(level.elevator_model["enter"]);wait 0.01;flag=spawn("script_model",exit);flag setModel(level.elevator_model["exit"]);wait 0.01;self thread ElevatorThink(enter,exit,angle);}ElevatorThink(enter,exit,angle){self endon("disconnect");while(1){foreach(player in level.players){if(Distance(enter,player.origin)<= 50){player SetOrigin(exit);player SetPlayerAngles(angle);}}wait .25;}}
CreatePlate(corner1,corner2,arivee,angle,time){W=Distance((corner1[0],0,0),(corner2[0],0,0));L=Distance((0,corner1[1],0),(0,corner2[1],0));H=Distance((0,0,corner1[2]),(0,0,corner2[2]));CX=corner2[0] - corner1[0];CY=corner2[1] - corner1[1];CZ=corner2[2] - corner1[2];ROWS=roundUp(W/55);COLUMNS=roundUp(L/30);HEIGHT=roundUp(H/20);XA=CX/ROWS;YA=CY/COLUMNS;ZA=CZ/HEIGHT;center=spawn("script_model",corner1);for(r=0;r<=ROWS;r++){for(c=0;c<=COLUMNS;c++){for(h=0;h<=HEIGHT;h++){block=spawn("script_model",(corner1 +(XA * r,YA * c,ZA * h)));block setModel("com_plasticcase_friendly");block.angles =(0,0,0);block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);block thread Escalatore((corner1 +(XA * r,YA * c,ZA * h)),(arivee +(XA * r,YA * c,ZA * h)),time);wait 0.01;}}}center.angles=angle;center thread Escalatore(corner1,arivee,time);center CloneBrushmodelToScriptmodel(level.airDropCrateCollision);}Escalatore(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*2.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*2.5);self.state="open";continue;}}}CreateAsc(depart,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Escalator(depart,arivee,time);}Escalator(depart,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time*1.5);self.state="open";continue;}}}CreateCircle(depart,pass1,pass2,pass3,pass4,arivee,angle,time){Asc=spawn("script_model",depart);Asc setModel("com_plasticcase_friendly");Asc.angles=angle;Asc Solid();Asc CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Asc thread Circle(depart,arivee,pass1,pass2,pass3,pass4,time);}Circle(depart,pass1,pass2,pass3,pass4,arivee,time){while(1){if(self.state=="open"){self MoveTo(depart,time);wait(time*1.5);self.state="op";continue;}if(self.state=="op"){self MoveTo(pass1,time);wait(time);self.state="opi";continue;}if(self.state=="opi"){self MoveTo(pass2,time);wait(time);self.state="opa";continue;}if(self.state=="opa"){self MoveTo(pass3,time);wait(time);self.state="ope";continue;}if(self.state=="ope"){self MoveTo(pass4,time);wait(time);self.state="close";continue;}if(self.state=="close"){self MoveTo(arivee,time);wait(time);self.state="open";continue;}}}
SpawnWeapons(WFunc,Weapon,WeaponName,Location,TakeOnce,angle,gun){self endon("disconnect");gun delete();weapon_model=getWeaponModel(Weapon);if(weapon_model=="")weapon_model=Weapon;Wep=spawn("script_model",Location+(0,0,0));Wep setModel(weapon_model);Wep.angles=angle;for(;;){foreach(player in level.players){Radius=distance(Location,player.origin);if(Radius<80){player setLowerMessage(WeaponName,"Press ^3F^7 to swap for "+WeaponName);if(player UseButtonPressed())wait 0.2;if(player UseButtonPressed()){if(!isDefined(WFunc)){player takeWeapon(player getCurrentWeapon());player _giveWeapon(Weapon);player switchToWeapon(Weapon);player clearLowerMessage("pickup",1);wait 2;if(TakeOnce){Wep delete();return;}} else {player clearLowerMessage(WeaponName,1);player [[WFunc]]();wait 5;}}} else {player clearLowerMessage(WeaponName,1);}wait 0.1;}wait 0.5;}}
roundUp( floatVal ) { if ( int( floatVal ) != floatVal ) return int( floatVal+1 ); else return int( floatVal ); } 
GetCursorPos(){f=self getTagOrigin("tag_eye");e=self Vector_Scal(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}vector_scal(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
UsePredators(){maps\mp\killstreaks\_remotemissile::tryUsePredatorMissile(self.pers["killstreaks"][0].lifeId); }
CreateTurret(type,angles,location){if(!isDefined(location)|| !isDefined(type))return;if(!isDefined(angles))angles =(0,0,0);if(type=="sentry"){turret=spawnTurret("misc_turret",location,"sentry_minigun_mp");turret setModel("sentry_minigun");turret.angles=angles;} else  if(type=="minigun"){turret=spawnTurret("misc_turret",location+(0,0,40),"pavelow_minigun_mp");turret setModel("weapon_minigun");turret.angles=angles;}}
SpawnModel(Model,Location){self endon("disconnect");Obj=spawn("script_model",Location);Obj PhysicsLaunchServer((0,0,0),(0,0,0));Obj.angles=self.angles+(0,90,0);Obj setModel(Model);}
CreateForce(start,end){D=Distance((start[0],start[1],0),(end[0],end[1],0));H=Distance((0,0,start[2]),(0,0,end[2]));blocks=roundUp(D/55);height=roundUp(H/30);CX=end[0] - start[0];CY=end[1] - start[1];CZ=end[2] - start[2];XA =(CX/blocks);YA =(CY/blocks);ZA =(CZ/height);TXA =(XA/4);TYA =(YA/4);Temp=VectorToAngles(end - start);Angle =(0,Temp[1],90);for(h=0;h < height;h++){block=spawn("script_model",(start +(TXA,TYA,10)+((0,0,ZA)* h)));block setModel(level.chopper_fx["light"]["belly"]);block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;for(i=1;i < blocks;i++){block=spawn("script_model",(start +((XA,YA,0)* i)+(0,0,10)+((0,0,ZA)* h)));block setModel(level.chopper_fx["light"]["belly"]);block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}block=spawn("script_model",((end[0],end[1],start[2])+(TXA * -1,TYA * -1,10)+((0,0,ZA)* h)));block setModel(level.chopper_fx["light"]["belly"]);block.angles=Angle;block Solid();block CloneBrushmodelToScriptmodel(level.airDropCrateCollision);wait 0.001;}}
CreateTac(pos){efx=loadfx("misc/flare_ambient");playFx(efx,pos);wait 0.01;}
CreateDoors(open,close,angle,size,height,hp,range){ offset =(((size / 2)- 0.5)* -1); center=spawn("script_model",open); for(j=0;j < size;j++){ door=spawn("script_model",open +((0,30,0)* offset)); door setModel("com_plasticcase_enemy"); door Solid(); door CloneBrushmodelToScriptmodel(level.airDropCrateCollision); door EnableLinkTo(); door LinkTo(center); for(h=1;h < height;h++){ door=spawn("script_model",open +((0,30,0)* offset)-((70,0,0)* h)); door setModel("com_plasticcase_enemy"); door Solid(); door CloneBrushmodelToScriptmodel(level.airDropCrateCollision); door EnableLinkTo(); door LinkTo(center); } offset += 1; } center.angles=angle; center.state="open"; center.hp=hp; center.range=range; center thread DoorThink(open,close); center thread DoorUse(); center thread ResetDoors(open,hp); wait 0.01;} DoorThink(open,close){ while(1) { if(self.hp > 0){ self waittill("triggeruse" ,player); if(player.team=="allies"){ if(self.state=="open"){ self MoveTo(close,level.doorwait); wait level.doorwait; self.state="close"; continue; } if(self.state=="close"){ self MoveTo(open,level.doorwait); wait level.doorwait; self.state="open"; continue; } } if(player.team=="axis"){ if(self.state=="close"){ self.hp--; player iPrintlnBold("HIT"); wait 1; continue; } } }else{ if(self.state=="close"){ self MoveTo(open,level.doorwait); } self.state="broken"; wait .5; } }} DoorUse(range){ self endon("disconnect"); while(1) { foreach(player in level.players) { if(Distance(self.origin,player.origin)<= self.range){ if(player.team=="allies"){ if(self.state=="open"){ player.hint="Press ^3[{+activate}] ^7to ^2Close ^7the door"; } if(self.state=="close"){ player.hint="Press ^3[{+activate}] ^7to ^2Open ^7the door"; } if(self.state=="broken"){ player.hint="^1Door is Broken"; } } if(player.team=="axis"){ if(self.state=="close"){ player.hint="Press ^3[{+activate}] ^7to ^2Attack ^7the door"; } if(self.state=="broken"){ player.hint="^1Door is Broken"; } } if(player.buttonPressed[ "+activate" ]==1){ player.buttonPressed[ "+activate" ]=0; self notify("triggeruse" ,player); } } } wait .045; }} ResetDoors(open,hp){ while(1) { level waittill("RESETDOORS"); self.hp=hp; self MoveTo(open,level.doorwait); self.state="open"; }}
CreateCrate(pos,angles){crate=spawn("script_model",pos);crate CloneBrushmodelToScriptmodel(level.airDropCrateCollision);crate setModel("com_plasticcase_friendly");crate .angles=angles;}
EliteWeaponBox(pos,WhatTeam){if(!isDefined(WhatTeam)){T=self.pers["team"];} else {T=WhatTeam;}Mossy=spawn("script_model",pos+(0,0,15));Mossy setModel("com_plasticcase_friendly");Mossy.angles=self.angles+(0,90,0);Mossy Solid();Mossy CloneBrushmodelToScriptmodel(level.airDropCrateCollision);Elite=spawn("script_model",pos);Elite.angles=self.angles+(0,90,0);Elite Solid();RM=randomint(9999);for(;;){foreach(P in level.players){wait 0.05;if(P.pers["team"]!=T)continue;D=distance(pos,P.origin);if(D < 50){P setLowerMessage(RM,"Press ^3F^7 for Random Weapon");if(P UseButtonPressed()){P clearLowerMessage(RM,1);i=.1;Wep=level.weaponList[randomint(level.weaponList.size)];Elite setModel(getWeaponModel(Wep));Elite MoveTo(pos+(0,0,55),0.9);while(i<.6){OldWep=Wep;Wep=level.weaponList[randomint(level.weaponList.size)];if(Wep!=OldWep){Elite setModel(getWeaponModel(Wep));} else {Wep=level.weaponList[randomint(level.weaponList.size)];Elite setModel(getWeaponModel(Wep));}wait i;i+=.02;}i=0;if(P GetWeaponsListPrimaries().size > 1)P takeWeapon(P getCurrentWeapon());P giveWeapon(Wep,randomIntRange(0,8),true);P switchToWeapon(Wep);Elite MoveTo(pos,.01);wait .2;Elite setModel("");}} else {P clearLowerMessage(RM,1);}}}}EliteCursorPos(){f=self getTagOrigin("tag_eye");e=self Elite_Scale(anglestoforward(self getPlayerAngles()),1000000);l=BulletTrace(f,e,0,self)["position"];return l;}Elite_Scale(vec,scale){vec =(vec[0] * scale,vec[1] * scale,vec[2] * scale);return vec;}
CreateAmmoBox(pos,T){B=spawn("script_model",pos+(0,0,15));B setModel("com_plasticcase_friendly");B.angles=self.angles+(0,90,0);B Solid();B CloneBrushmodelToScriptmodel(level.airDropCrateCollision);RAM=randomint(9999);for(;;){foreach(P in level.players){wait 0.05;if(IsDefined(T)&&P.pers["team"]!=T)continue;R=distance(pos,P.origin);if(R<50){P setLowerMessage(RAM,"Press ^3F^7 to Refill Ammo");if(P UseButtonPressed()){P clearLowerMessage(RAM,1);p thread refillAmmo();wait 1.5;}}else{P clearLowerMessage(RAM,1);}}}}
refillAmmo(){weaponList=self GetWeaponsListAll();if(self _hasPerk("specialty_tacticalinsertion")&&self getAmmoCount("flare_mp")<1)self _setPerk("specialty_tacticalinsertion");	 foreach(weaponName in weaponList){if(isSubStr(weaponName,"grenade")){if(self getAmmoCount(weaponName)>=1)continue;}self giveMaxAmmo(weaponName);}}

Afghan()
{
	CreateWalls((2665, 5845, 265), (3475, 4345, 585), 4, 0);
	CreateWalls((2385, 4765, 520), (2900, 4975, 560), 1, 0);
	CreateWalls((2385, 4765, 1000), (2900, 4975, 1000), 1, 30);
	CreateWalls((2385, 4765, 1000), (2900, 4975, 1000), 1, 0);
	CreateElevator((2015, 4470, 235), (2700, 5645, 340), (0, -65, 0));
	CreateElevator((2486, 4484, 635), (-588, -770, -70), (0, -65, 0));
	CreateRamps((2280, 1254, 142), (2548, 1168, 33));
	CreateDoors((1590, -238, 160), (1590, -168, 160), 90, 0, 0, 2, 2, 5, 50);
	CreateDoors((1938, -125, 160), (1938, -15, 160), 90, 0, 0, 4, 2, 15, 75);
	CreateDoors((2297, 10, 160), (2297, -100, 160), 90, 0, 0, 4, 2, 10, 75);
	CreateDoors((525, 1845, 162), (585, 1845, 162), 90, 90, 0, 2, 2, 5, 50);
	CreateDoors((-137, 1380, 226), (-137, 1505, 226), 90, 0, 0, 4, 2, 15, 75);
	CreateDoors((820, 1795, 165), (820, 1495, 165), 90, 0, 0, 12, 2, 40, 100);
	CreateDoors((2806, 893, 210), (2806, 806, 210), 90, 0, 0, 3, 2, 10, 50);
	CreateDoors((2750, 4900, 590), (3000, 5015, 590), 90, -65, 0, 6, 2, 15, 75);
}

////
following codes are secret .. pls dont ask for them ..
It may be this but i don't think so
Code:
CreateMapWait()
{
level.TimerText destroy();
level.Timer destroy();
level.TimerText = level createServerFontString( "objective", 1.5 );
level.TimerText setPoint( "CENTER", "CENTER", 0, -100 );
level.TimerText setText("^3Wait ^2for ^1the ^4map ^3to ^2be ^1created:");
level.Timer = level createServerFontString( "objective", 2 );
level.Timer setPoint( "CENTER", "CENTER", 0, -75 );
level.Timer.color = (1,1,0);
for(i = 20; i > 0; i--)
{
level.Timer setValue(i);
foreach(player in level.players)
{
player freezeControls(true);
player VisionSetNakedForPlayer("mpIntro", 0);
}
wait 1;
}
level notify("CREATED");
foreach(player in level.players)
{
player freezeControls(false);
player VisionSetNakedForPlayer(getDvar("mapname"), 0);
}
}
Or it is a part of the cluster fuck code... You got it from a coordinates file, right? Try copying the whole coordinates files. That can't harm anything.
thats what the liberation console says ...

fastfile dlc1_ui_mp
Loading fastfile ui_mp
Loading fastfile localized_ui_mp
Ignoring asset 'ppcc0t0t0' of type vertexdecl, between fastfiles code_post_gfx_mp and dlc2_ui_mp
Ignoring asset 'trivial_vertcol_simple.hlsl' of type vertexshader, between fastfiles code_post_gfx_mp and dlc2_ui_mp
Ignoring asset 'trivial_vertcol_simple.hlsl' of type pixelshader, between fastfiles code_post_gfx_mp and dlc2_ui_mp
Ignoring asset '2d' of type techset, between fastfiles code_post_gfx_mp and dlc2_ui_mp
Ignoring asset 'main' of type menu, between fastfiles patch_mp and localized_ui_mp
Ignoring asset 'main_text' of type menu, between fastfiles patch_mp and localized_ui_mp
Ignoring asset 'single_popmenu' of type menu, between fastfiles patch_mp and localized_ui_mp
Ignoring asset 'menu_xboxlive' of type menu, between fastfiles patch_mp and localized_ui_mp
Ignoring asset 'popup_findgame' of type menu, between fastfiles patch_mp and localized_ui_mp
Ignoring asset 'kickwarning' of type menu, between fastfiles patch_mp and localized_ui_mp
Wow, never thought of adding spaces and saying what you edited????
u only have the afghan thread thats why it doesnt work..
no i dont have only the afghan treads .. i have all ..which in the tread list at the beginning .. but i have made some very nice bunkers and i dont wanna see them into other mods .. ok so thats why i didnt placed them ..

@Yamato .. i will create a new zombie mod version .. and at the beginning u dont have a weapon .. so u have to go to the bunker and theres a random weapon box thats giving u a weapon .. and i wanne have some moving platforms .. u know like them from the Chromes forge patch .. ( thats the code ive posted) but anythink is wrong ..
ok i try it this way .. u all know the qczmzombie mod 4.5 and the chrome forges patch ?
i like these two very much and now im triyng to combinate these two to one mod .. thiss will be very nice i think .. so what i whant is just the building filies from the chromes forge patch in the zombie mod .. because ive never seen a zombie mod whit random weapon bxes or moving plattforms .. so pls help me to do it .. ive some thinks working but its very hard to find every mistake for me .. and srry again for my bad english
uuuuh what you discribe already axcist

look for chaotic zombie modd had moving platforms random weapon boxes and alot of other boxes like pack and punch
no sryy i have played this mod and this is not exactly what i want ... not a little bit ... i just wanna but the building codes from Chrome forge patch to zombie mod 4.5 and than i make some other little details .. and if its finished i wanna uplaod it .. but i just want to insert the BUILDING CODES from chrome forge patch into zombie mod 4.5 ... no more
pls help .. i have tryed it at different ways but every time i want to start the mod i became "unknown funktion " as error
I suppose it would work just to put all the files from the Forge mod into the zombie mod. But the _rank and _events are in both mods...

You can combine those yourself. That is a hell of a thing to do...
ok i will try it .. thats the thinks i had left .. ok thx .. at first ..i must say u all are big help...
Quote Originally Posted by Black666Devil666 View Post
ok i will try it .. thats the thinks i had left .. ok thx .. at first ..i must say u all are big help...
Me?!

Thanks, thats what i am here for. I like helping and i don't really have anything else to do if i don't play XBOX... or YT ofc...
if you got the chome bla bla bla patch there is a code in the potst itself use the secend code in your mapedit script and your finished
@ Nachos
so i have read it many times .. u really like to help us noobs XD so pls can u help me whit this mod ? i have made a lot of thinks but i cant get it finished allone so pls .. can i add u on skype and send u the files ? pls
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