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Need help with a few random things (raygun, wonderwaffle, lighting error, etc.)

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Created 10 years ago
by BratrilliantG7
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Alright, so I've been modding and coding a bunch the past few days, and most of the issues I've come across I've been able to fix through some forum browsing (sometimes a quick search, other times after a half hour of searching). I'm still relatively new at Zombie Modding and CoD's unique functions, but I've been catching on real quick after reading through a lot of the _zombiemode gsc files, so now I feel I have a decent grasp of things.

But for the life of me, I cannot seem to fix or find these few issues, neither on here nor on ZombieModding.com, so I finally decided to just compile my issues into a single post when I was sure I wouldn't be able to fix it on my own, and lo and behold, I cannot.

Just so you know, I have done a fair amount of coding in most of the major _zombiemode files, but I made absolutely sure that none of the scripting problems I'm having correlate with any functions or changes I've made to those files (to the best of my ability, of course).

Issue #1: Getting a Raygun
The Raygun doesn't appear in my Mystery Box.

I know this has been posted before, but their fix didn't work for me, so here it is.
I do have the Raygun enabled on my map:
Code Snippet
Plaintext
add_zombie_weapon( "ray_gun", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
add_zombie_weapon( "ray_gun_upgraded", &"ZOMBIE_WEAPON_RAYGUN_10000", 10000, "vox_raygun", 6 );
And using "give all" or "give ray_gun" works, giving me the Raygun, but for some reason it will not appear in the Box, neither in the cycle animation nor the final output.

Yes, I know by default the Raygun only appears after the box has moved, but I have multiple boxes in my map and it still won't show up, even after getting the Teddy over 10 times. (isn't the chance for the Raygun suppose to go up to 15% after 11 pulls from the box?)

Just let me know if there are other things I can try or if I missed something somewhere.

Issue #2: Wunderwaffe Damage
Now this one I found really odd/surprising. I honestly have no idea if it's a bug or intentional, but I want to get rid of it regardless. In one of my playthroughs, I was training and using a bunch of different weapons for testing purposes (including the Wunderwaffe) when I was instantly downed by a single swipe from a zombie, even though I had Juggernaug. I thought it was some sort of bug in the zombie damage code, so out of curiousity I created a HUD element to monitor my player's health and maxhealth values.

Just in case you're wondering, the code for displaying it looks like this:
Code Snippet
Plaintext
HP SetText("HP: " + self.health + "/" + self.maxhealth);
Of course it's in a while loop to keep it updated. A single zombie swipe displays "HP: 40/100", An explosion makes it "HP: 25/100", and a dog hit is "HP: 60/100", so I know it works as intended.

After a lot of normal testing, the "Zombie Damage" bug didn't happen again, so I eventually forgot about it until I finally used the Wunderwaffe again. A single hit against myself without Jug cuts my health AND maxhealth to 1, so the hud displays "HP: 1/1". If I do it WITH Jug, it goes down to "HP: 113/113". (Note: My Jug makes your maxhealth 250) So not only does it hurt you, it PERMANENTLY hurts you, turning my 5 hit Jug into a 2 hit, and an insta-kill without jug or if you shock yourself more than once with Jug (the second shock takes you down to "10/10", then the third "1/1", before finally killing you).

I have not edited the _zombiemode_tesla.gsc in any way. I searched through it for the damage code, though, and found this:
Code Snippet
Plaintext
		if ( self == attacker )
{
damage = int( self.maxhealth * .25 );
if ( damage < 25 )
{
damage = 25;
}

if ( self.health - damage < 1 )
{
self.health = 1;
}
else
{
self.health -= damage;
}
}
If I'm reading this correctly, then shocking yourself should only damage you for 25% of your max health or just 25 health, whichever's bigger. In no way does this code directly affect your maxhealth value. It's only used in reference in assigning a "damage" value. And I'm pretty sure 113 != 250 * .75, nor 1 != 100 * .75.

Another odd thing I found in testing was with Godmode enabled, this actually functions somewhat properly (of course, this is a damage code that doesn't run through the normal paths, so Godmode doesn't affect it). Without Jug, I go from "100/100" to "75/75" to "50/50" to "25/25" to "1/1". And it never actually kills me because the code keeps it from doing so, which leaves me wondering two things: Why is my maxhealth still going down? And where is that extra damage coming from when I'm not in Godmode?

I love the Wonderwaffle, but as is, it makes solo play literally impossible as you've only got so many revives, as compared to coop when you can kill yourself and get revived/respawn with all your health back a virtual infinite number of times.

Issue #3: Script_Brushmodel Lighting
So this one is quicker to explain/show than the last couple. Basically my "hidden door" isn't quite so hidden because it doesn't light up properly.

    Picture \/
Spoiler: click to open...

I've tried different light positions, more reflector_probes, less reflector_probes. It just doesn't quite light up right. The textures are in fact lined up properly. I replaced it with a normal brushmodel and it lit up fine. it's just this script one being weird.

In case this has to do with anything, after the power gets turned on, this wall is supposed to slide down beneath the floor before getting deleted, which it does successfully. It just doesn't look right before it slides down. Any suggestions?

Issue #4: Make Quick Revive Vanish
So after I coded my quick revive to function in Solo and added a limit to the number of uses, I wanted to make it so that a few seconds after the final use, it will disappear in a similar fashion to the Mystery Box's animation (rise and wobble before poltergeist fx plays and it vanishes). I'm still not all that familiar with fx and I'm not entirely sure how to make the whole QR prefab vanish (clip, trigger, model, everything).

I suppose I could sorta take the code for the Mystery Box, but those are tied and worded differently than the QR prefab. If someone could help me with that, that'd be great. (Note: I use the default vending_revive that comes in the zombiemode folder instead of the one in Sniperbolt's Tutorial. What's the difference between the two anyways?)

Other Questions
These are just some random questions I had that don't have to be answered, but would be nice to know not only by me, but also by anyone else looking these things up.

  • I've already asked this, technically, but what's the difference between Sniperbolt's vending prefabs and the default ones?
  • I know the "Mission Objectives" menu and the "Pause" menu are found in "objective_info.menu", but where can I find the leaderboard menu that displays when you press tab in Coop? I'd like to add something to the tab menu, but the objectives menu only displays in Solo or in the "Pause" menu in Coop (which is my backup plan if the Coop tab menu is indeed uneditable).
  • Is there any sort of itemDef limit in menus similar to the Hud Limit in-game?
  • In Radient, I'm aware of the "Clipper" tool and it's shortcut "X". I also know that after choosing your points, pressing enter will slice the mesh, deleting part of it, but how do you make it only slice it into two brushmodels instead of deleting one of them?
  • Also regarding Radient, are there any sort of comprehensive tutorials on creating Terrain? I have no clue how to make a detailed, bumpy, and hilly landscape, and I feel that would be important to know after I finish the important scripting in my mod. (Side-question: Does that tutorial explain creating foliage? Like little weeds or plants or tree leaves?)

I think that about covers everything right now. Again, if you have an answer to ANY of these issues/questions, please comment. I highly doubt any one person will know how to fix/do ALL of these things, as well as answer the questions above.

THANK YOU!
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For the wonderwaffe glitch. That was a big problem in Der Riese and most of the custom maps, where the wonderwaffe, if you shock yourself, will turn you into a 1 hit without jug and a 2 hit with jug until you get downed and buy jug again then it will reset your health back to the normal amount. There is a fix for it online(forgot who first found out how to do it) but basically you want to replace that code that you put in the OP with this.

Code Snippet
Plaintext
/*
if ( self == attacker )
{
damage = int( self.maxhealth * .25 );
if ( damage < 25 )
{
damage = 25;
}

if ( self.health - damage < 1 )
{
self.health = 1;
}
else
{
self.health -= damage;
}
}*/

What that does is it completely comments out that function that tells the game to lower your health if you zap yourself, so that way the wunderwaffe will never touch your health.
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  • steviewonder87
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Is the raygun added in dlc3_code.gsc? Should be something like this -

Code Snippet
Plaintext
	include_weapon( "ray_gun", true, ::factory_ray_gun_weighting_func );
include_weapon( "ray_gun_upgraded", false );
The dlc3_code.gsc controls what guns are available in the box, the 'false' at the end of the line omits that weapon from being in the box (i.e. PAP guns usually.)
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For the wonderwaffe glitch. That was a big problem in Der Riese and most of the custom maps, where the wonderwaffe, if you shock yourself, will turn you into a 1 hit without jug and a 2 hit with jug until you get downed and buy jug again then it will reset your health back to the normal amount. There is a fix for it online(forgot who first found out how to do it) but basically you want to replace that code that you put in the OP with this.
Spoiler: click to open...
Code Snippet
Plaintext
/*
if ( self == attacker )
{
damage = int( self.maxhealth * .25 );
if ( damage < 25 )
{
damage = 25;
}

if ( self.health - damage < 1 )
{
self.health = 1;
}
else
{
self.health -= damage;
}
}*/

What that does is it completely comments out that function that tells the game to lower your health if you zap yourself, so that way the wunderwaffe will never touch your health.

Thanks. While I liked the idea of the wonderwaffle damaging you for a quarter of your full health, making it just as dangerous with and without Jug, I suppose just sticking to the built in damage would be A LOT simpler in terms of coding.

Is the raygun added in dlc3_code.gsc?

I know for a fact that it is in there, but I don't know whether or not it's set to "true", as I am away from my computer right now. I'll be sure to double check that later and get back to you.

Double Post Merge: January 23, 2015, 03:13:55 pm
Is the raygun added in dlc3_code.gsc? Should be something like this -

Code Snippet
Plaintext
	include_weapon( "ray_gun", true, ::factory_ray_gun_weighting_func );
include_weapon( "ray_gun_upgraded", false );
The dlc3_code.gsc controls what guns are available in the box, the 'false' at the end of the line omits that weapon from being in the box (i.e. PAP guns usually.)

Alright, so it is indeed in there and set to true for the ray_gun. Any other reason it may not be appearing?
Last Edit: January 23, 2015, 03:13:55 pm by BratrilliantG7
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Other Questions
  • I've already asked this, technically, but what's the difference between Sniperbolt's vending prefabs and the default ones?
  • I know the "Mission Objectives" menu and the "Pause" menu are found in "objective_info.menu", but where can I find the leaderboard menu that displays when you press tab in Coop? I'd like to add something to the tab menu, but the objectives menu only displays in Solo or in the "Pause" menu in Coop (which is my backup plan if the Coop tab menu is indeed uneditable).
  • Is there any sort of itemDef limit in menus similar to the Hud Limit in-game?
  • In Radient, I'm aware of the "Clipper" tool and it's shortcut "X". I also know that after choosing your points, pressing enter will slice the mesh, deleting part of it, but how do you make it only slice it into two brushmodels instead of deleting one of them?
  • Also regarding Radient, are there any sort of comprehensive tutorials on creating Terrain? I have no clue how to make a detailed, bumpy, and hilly landscape, and I feel that would be important to know after I finish the important scripting in my mod. (Side-question: Does that tutorial explain creating foliage? Like little weeds or plants or tree leaves?)

1. Not really any difference between the prefabs
2. -----------
3. -----------
4. hold shift and press enter. Splits the brush in two. The cut will go through any selected brushes though, keep that in mind when you have several selected at once
5. you want the "pain height" tool and a patch. Create a patch, press y. change the values to "paint" and "height". Then right click or left click to drag up or down in the 3d window. Hard to explain but youll understand when you see it

Check out black jack johnnys tutorials for more info on that

Quick revive you would need to edit in "zombiemode_perks", have it count the uses up to 3 on solo and destroy the quick revive machine and trigger at that point

For the ray gun, first please show us your dlc3_code.gsc

and also confirm that you were not holding a wonder weapon while trying to get it, as if its set wrong this will cause that behaviour

 
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