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Topics - TGMKTheII

I have about all of the BO1 weapons along with AW and BO2 weapons in my map. When I start the map via compile in launcher these weapons work perfectly.. I sent a beta version of my map to a friend and when he started it all the weapons that were custom showed up as the default weapon (finger weapon). Why is it doing that?

Any help is greatly appreciated.

Double Post Merge: May 09, 2018, 07:51:51 pm
Anyone? Really need this solved :/
6 years ago
Hi there!!

It seems as though when I use the mystery box and take a weapon it replaces my second gun and only leaves me with one..

For example: I have the 1911, I hit the box, grab an MG42 and it replaces the 1911 and now I ONLY have the MG42 and the 1911 is lost in existence. Any solutions to this? Thanks.
6 years ago
I have never added any FX to my map.. ever.. because every time I tried it gave me 400 fx error. When I began creating my map, I disabled the dog rounds in my dlc3_code.gsc and in my mapname.gsc and later (tonight) I just decided to re-add mixed rounds.. set all variables to true that were necessary for it and now when I try to compile map and play -- 400 fx error. Any clue/help?

Thanks:))!
6 years ago
Is it possible for AI to take the place of dog rounds? For example have 7 or 8 soldiers you have to kill before round ends and goes back to zombies?

Any help would be greatly appreciated :)
6 years ago
Is it possible to change the model of the default KBAR knife to Reznov's? If so how would one go about doing that?
Thanks for any help!!
6 years ago
Yes, I'm making a zombies map for World at War in 2018. Shut up. Name is TBD - for now It's just going to be called H.Q. Screenshots are only the main hall area. Don't want to spoil too much and the other rooms are still in the making -- I'd like you guys to see good screenshots instead of half-done rooms that still need work. Here's a little preview anyhow.






















MAP WILL BE CHALLENGING AND CLOSE QUARTERS AT (ALMOST) ALL TIMES.
Plans:


Spoiler: click to open...

Custom Zombie Models (IN PROGRESS)
Verruckt Sprinters ☑
Ambience (Planes flying over head etc.) ☑
Custom Weapons (IN PROGRESS)
Custom traps (IN PROGRESS)
Custom announcer (IN PROGRESS)
3 perks (Jugg, Speed, Double for the challenge aspect) ☑
Easter Egg (IN PROGRESS, various small ones laying around)


That's it for now. More to come.
6 years ago
Sooooooo is it possible to light all this shit on fire? https://gyazo.com/62f0872e64586c49310b1086ce7da260

Kinda want it the way it was in the Their Land, Their Blood mission so when a Molotov is thrown it lights everything on fire.. except I want it to already be on fire when the map starts instead of having to do something :P Any help is appreciated
6 years ago
After a pretty short distance, some of my xmodels and decals disappear in game. Is there any way to fix this or no?
6 years ago
Please delete, I fixed the issue. SORRY!!!!
6 years ago
My textures on the wall look like this and I can't seem to fix it. Any ideas?

https://gyazo.com/7693f0c1ef0a583727b37e61e840a931
6 years ago
Hi.

Back again with another topic  :please:


My lighting in the map is hella weird, my foliage and other brushes are totally pitch black unless I have other textured brushes surrounding it, like a box. Anyone know why this is going on?
6 years ago
Quick tut on how to change your starting weapon. I know WaW is old and nobody cares anymore, but I still see the tut's and help desk/zombie maps viewed a lot so why not?

If you're at all reading this, congrats, you're making a map in a game that's about 10 years old. Yay. So am I.

1. First step, navigate to your Call of Duty World at War root/raw/maps and find the _loadout.gsc file. Right click on the .gsc, COPY, navigate to your mods/mapname/maps and paste.

2. Right click, open with Notepad (Notepad++), whatever, and use the search bar (or just scroll through) until you find this:

Code Snippet
Plaintext
//Zombiemode loadout. If you aren't making a zombie map then you can define your level.script and add a check above.
add_weapon( "zombie_colt" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "zombie_colt" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
level.script = "zombiemode";

Change the
Code Snippet
Plaintext
add_weapon( "zombie_colt" );
to whatever you'd like, I personally changed it to the Kar98k with Bayonet because that's cool :P

Change
Code Snippet
Plaintext
set_switch_weapon( "zombie_colt" );
from zombie_colt to the same weapon you added in to the 'add_weapon' portion. So it would look like this for MY PREFERENCE.

Code Snippet
Plaintext
//Zombiemode loadout. If you aren't making a zombie map then you can define your level.script and add a check above.
add_weapon( "kar98k_bayonet" );
PrecacheItem( "napalmblob" );
PrecacheItem( "napalmbloblight" );
set_switch_weapon( "kar98k_bayonet" );

set_laststand_pistol( "zombie_colt" );

set_player_viewmodel( "viewmodel_usa_marine_arms");
set_player_interactive_hands( "viewmodel_usa_marine_player");

level.campaign = "american";
level.script = "zombiemode";

That's what the code should look like ^.

Save, close, done with that. Now, be aware that some weapons such as the Mosin Nagant (bayonet version as well) and the Springfield (bayonet version as well) do not have proper sounds (Mosin) or proper reload anims(Springfield), so if you change your starting weapon to that, one of those two things will happen. Same with the DP28, etc. The guns are still usable though.

Now, open up your Launcher, go to Build Mod, tick the _loadout.gsc box, and add this to your CSV line
Code Snippet
Plaintext
weapon,sp/weaponname

OBVIOUSLY YOU ADD THE NAME OF YOUR WEAPON YOU ADDED IN THE _loadout.gsc AND ADD THE NAME OF THE WEAPON WHERE weaponname IS!

For example, my preference would be
Code Snippet
Plaintext
weapon,sp/kar98k_bayonet


After that, build mod! Start up your map, and you should be holding whatever weapon you added in :)

Hope this helped if anyone is even reading this... 2018. Zombie maps. In World at War. Still love it <3

Cheers,
-t

6 years ago
So what I'm looking to do is basically use an actor as a sort of boss.

I'm using a Axis actor, the dude with the MG42 portable, and I'm trying to change his health to not be a one shot kill. That's all I'm trying to do, but I have had no luck in doing that. I've tried editing files specifically for that AI type in the health area of the lines, still no dice in game. Anyone know how I could do this?
6 years ago
Just got my fresh computer as my old ones HD failed, finished installing my mod tools, opened up Launcher, converted, afterwards went and created a map in the UGX Script Placer, went to build MOD and it popped up with this error.

Any help? https://gyazo.com/51374b6cbca62f969e8285547b269e22
6 years ago
Hello all.


Is it at possible to edit the zomb_char files in Notepad and switch around the models from say Dempsey's Polonsky/American character to this model? http://callofduty.wikia.com/wiki/German_Military?file=German_Honor_Guard_model_WaW.png

The model is already in the game files and it's used in the SP campaign, so I figured there would be no issues in using it to avoid Maya as much as possible. I really need German playermodels for my WIP.

Any assistance would be greatly appreciated! Thanks :)
FYI: I wanted to see if anyone knew it was possible or if anyone has tried it before I edited something and messed it up :P

-t
6 years ago
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