I am currently having problems getting certain scripts to work, due to the fact that my zone_source map file isn't recognizing them. For instance I have an attachmentmappingstable that I want to use to make a Bandolier Bandit script work I reworked from Leviathan, which creates for and gives the player weapon variants w/ an "extclip" attachment and removes them when they are lost.
As you can see I set it up in my zone just fine, but when I try to run the scripts in game some of them don't work, mainly the stock scripts used like the perk and weapon gscs but the attachment table as well. So I did a little investigating and used some decompilers (Hydra and Cerberus) to see what my map was detecting and I found out that those scripts just flat out weren't getting recognized. Just look at this:
There should be a file named "_zm_perks" and one called "_zm_weapons" but there isn't any. When I looked at where my attachmentmappingstable was being detected via Hydra it says "core_patch" instead of "zm_vertigo" as it should. I know because there should be way more rows than that when I checked it. More than 154 of course.
I'm having similar problems trying to port in the Timeslip additions that was posted over a year ago. If you look again at the files extracted from Cerberus there's no "_zm_pack_a_punch" magicbox, hero_weapon or trap file. Oddly enough I never had problems editing the wunderfizz script (not featured).
I also tested them on different "clean" map files and they have the same problems. I looked online and found out that some stock files can't be edited by simply putting them in your zone so you have to script things so that it recognizes them. I don't know how to do that, could somebody let me know what I can do to fix it?
Did you put the modified _zm_perks.gsc and _zm_weapons.gsc in the YOURMAPNAME/scripts/zm folder?