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Messages - AwesomePieMan

Totally possible, you need two different sun volumes each with the Light State 1 ssi KVP set to the name of the skybox you want.  If you are already doing this and it is still crashing, I'm not sure how to help.
7 years ago
I looked through the code for documentation, here is what I found (In scripts/shared system_shared.gsc)

Code Snippet
Plaintext
/*///////////////////////////////////////////////////////////////////////////////////////////////////////////

Usage:

REGISTER_SYSTEM( <system_name>, <preload_function>, <postload_function>, <pre-reqs> )

system_name: Name of the system.  To avoid confusion, this typically should match the namespace
that the system is in.

preload_function: This function will automatically run during the pre initializion of a level load - this
will be during the first frame, during the level load phase (before _load::main)
for all code executes during the first frame is:  autoexecs, level load, gametype, finalization

postload_function: This function will automatically run during the post initializion of a level load - this
will be during the first frame, during the finalization phase
for all code executes during the first frame is:  autoexecs, level load, gametype, finalization

pre-reqs: Specifies a system or an array of systems that this system requires.  This system will
wait until the precahce and main functions return from the required systems before
running this system's main function.  Typically, this can be 'undefined'

Example:

namespace coolsystem;

REGISTER_SYSTEM( "coolsystem", &__init__, undefined )

function __init__()
{
// Runs durring first frame, before any waits. 
}



///////////////////////////////////////////////////////////////////////////////////////////////////////////*/

In order to use it, you need to have this line at the top of your gsc file.

Code Snippet
Plaintext
#insert scripts\shared\shared.gsh;

Hope this helped.
7 years ago
Absolutely in love with the map, but we keep crashing in the semi-higher rounds (20+) due to exceeded asset limits or something of the sort. Any tips on getting around this would be appreciated.

Specifically, last game we played, I crashed after dying and beginning to spectate my teammate.

This is due to all of the stuff in the map.  Trying to do all of this on a game engine from 2008 (I think that is when its from) even with T4M makes it very unstable.  Not sure if there is really anything I can do.
7 years ago
You can do this with FX in radiant, create one with a dynamic light element and edit that to your liking.  I know we were provided with a bunch of fire flicker FX from the giant map, so if one of those fits what you are looking for use that as the work has already been done.

Edit: Just realized this topic is a month old, sorry.
7 years ago
It's okay it appears there are many others who still have yet to notice this post  :alone:

I'm one of them.  Welcome back man :D
7 years ago
This is called volumetric fog.  First, set the KVP: volumetric to true on whichever light you want to create the effect with.  Then go to your entity browser and spawn a volume>litfog (just search for litfog in the entity browser).  Drag this over the area you want the fog to be, and then edit its KVPs.  Look for fsi_1 and then select any of the fogs from the drop down menu.  I use zm_factory_volumetric.  It should update in real time in F8 mode but if it does not, re-build your lights.  (you could also just copy the Giant's fog volume but in my opinion what I listed above is easier because you only have to change 1 KVP).
8 years ago
Sending the update that will address Mothership battle issue and round 25 gspawn to Hex for testing.
8 years ago
So, I haven't been at my computer for the past few days, (power outages and other things).  Soon there should be an update that fixes the coop mothership battle and the round 25 gspawn.  (Its funny, both of these fixes require one line of code to be changed and that's it).


Gotta love that G spawn at round 25... yet you are abandoning the project, great map 10/10
Devs get a 2/10 unless they change their minds about ditching this map. You guys have a real gem here please don't just neglect it. Even treyarch doesn't do that i mean come on guys...  >:(

The reason why the updates have been few and far between is that I just started college, so I haven't really had time to work on w@w, and I spent my last week of the summer working on Ragnarok instead of spending my time with family.
8 years ago
Ok, I think I have figured out why it hangs on the mothership battle during the intermission.  Need to test to make sure though.
8 years ago
so nobody will be able to beat the map ?
I beat the map on the version you were running.  The bug may be rare.  I hope it is.  Still may do an update, but probably not for some time.
8 years ago
Also wondering if DT is 2.0 or not? If not it really should be by now lol.
DT is 1.0 because we have Vigor Rush which is 2x bullet damage.  The map runs on a heavily modified Bo1 Mod from Leviathan so Double Tap is like it is in Bo1.
8 years ago
thanks you for the map ! you made an incredible work all together :)

i didn't beat it today, but after some sleep i will try again with my temmates :)

not only that, i hope to beat it with all sword and four players so we can say that we realy beat the map like a team boss :)

special thank to RADIMAX and HexZombies for comming to our help with the voices :) (hope a voice up for the next releases^^)

thank you all again ! good night :)

Insane job guys, cannot wait to see you beat it. 
8 years ago
Alright, new link is up.  Changelog is the same as above but the HP has also been nerfed for the Panzer and Fleshpound.

8 years ago
Ill write up a changelog as I test this version.  Please note this fix will ONLY address the boss issues and be completely script based.  This way only the host will need the changed version, and both versions can play with each other.  I'm still testing the version so I will change this accordingly.

Panzer Soldat
-First round increased to 12
-Taser max distance decreased by 25%
-Taser min distance increased
-Taser shots decreased by 50%
-Taser alive time decreased
-Taser cool down increased by 50%
-Increased MK3 damage to mech
-Only one mech can use the taser at a time

Fleshpound
-Dual spawn chance decreased by 25%
-Fleshpound will not spawn directly after a mech is killed
-Increased mk3 damage to fleshpound

Other
-Solo Quick Revive will now kill zombies around the downed player when he gets up.

8 years ago
Alright, ill nerf the bosses.  Give me a few hours.
8 years ago
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