UGX-Mods

Call of Duty 5: World at War => Custom Maps, Mods & Tools => Applications & Tools => Topic started by: SajeOne on October 07, 2014, 01:32:42 am

Title: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 07, 2014, 01:32:42 am
UGX Script Placer 2.0

The new UGX Script Placer is designed to easily place all the needed scripts to start working on your map in seconds, with added features to help surpass the redundant placing and editing of files to just get a working map. The UGX Script Placer is updated with all the latest files and will continue to be updated with the latest bug fixes and developer features powered by the UGX Modtools Patch.
ugx-mods.com

(http://i.imgur.com/lTjPwGD.png)

View the UGX Script Placer 2.0 (http://ugx-mods.com/wiki/index.php?title=UGX_Script_Placer_2.0) wiki topic for a features overview and tutorial on general use.

UGX Script Placer 2.0 Overview w/ Stock/UGX Mod Tutorial (http://www.youtube.com/watch?v=XHW6qgtP9LA#ws)


Requirements:

- a PC running Windows XP or higher
-
.NET Framework v4.0 (http://www.microsoft.com/en-ca/download/details.aspx?id=17851)
- A valid Modtools installation

Features:

- Create maps without the "nazi_zombie_" prefix, allowing for more creative names
- Add your own display name which will be shown in the COOP menu as well as in the start text in game
- Create new map with custom map file, this makes creating a new mod to go with your map very simple
- All new setup map designed to give you the basics to start working on your map, no more starting from scratch and no more having to delete lots of unnecessary items from sniper bolts tutorial map
- Add a main menu button with your own custom text
- Add your own main menu, load, and mission screens
- Disable the developer console on the map to restrict cheaters from using console cheats
- All new custom weather option with support for custom weather FX
- Include UGX Easy FX by default to get easily placeable FX in your map without the hassle of installing the FX package yourself
- All new Simplistic Mode which takes away the advanced options of the program for easier use with newer mappers and people who just want to press go and start working away at their map

UGX-MOD v1.0.4 Auto Installer
- Will install all the needed files to your v1.4 Modtools installation required to run UGX-MOD
- Once the base files have been installed you can then create as many different UGX-MOD Enabled maps as you please
- On-top of just plain UGX-MOD support you are free to change some main customization options such as Objectives, Bosses, and the option of Timed Gameplay.


To-do/Planned Features:
(None of the items shown here are guaranteed features, just stretch goals that we would like to add)
- Anti-Cheat; beyond just disabling the console, at this point it is unknown what exactly this will consist of
- Custom UI; I'm sure a lot of us are tired of the same old default windows look, which is why it would be nice to spice up the look of the program with some new custom UI elements
- Auto CPM file generation for the UGX Project Mover


Notes:
- The application will take longer than usual the first time installing a map because of the auto UGX Modtools Patch Installation, if you already have a patch installed and wish to disable this feature you can uncheck "Auto-Install UGX Patch" from the Options menu.
- In the event that your map is created with warnings a file called "log.txt" will be created in the same directory as the application, it contains details to what went wrong, this can be shown to gain assistance for any issues that you are having with the script placer
- UGX-MODS is not responsible for any data loss caused by this program, it is your responsibility to properly backup your data


Known Bugs:
- Setup map doesn't contain worldspawn settings
- Added items for new features don't auto-check in IWD list
- Selecting unfamiliar file type for screens causes infinite loop
- EasyFX uses the stock amount of FX which is over the limit in UGX-MOD

(These issues are currently being fixed for a new version)


Changelog:
v2.0.1
- Corrected easyFX + UGX-MOD 400FX crash
- Added worldspawn settings to setup map
- Added Auto check for custom items added to IWD list
- Disabled the ability to select any file type in the screens section(caused infinite loop)

v2.0
- Initial Release
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 07, 2014, 04:07:07 am
Download link updated.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: Delta on October 07, 2014, 12:40:07 pm
/push

awesome! ;)
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 07, 2014, 12:44:57 pm
If I just tick UGX Easy FX, do I need to change scripts, so I wont get 400 fx error or is that already "fixed"?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 07, 2014, 05:27:20 pm
If I just tick UGX Easy FX, do I need to change scripts, so I wont get 400 fx error or is that already "fixed"?
Try it and see.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 07, 2014, 07:58:29 pm
If I just tick UGX Easy FX, do I need to change scripts, so I wont get 400 fx error or is that already "fixed"?
The easy FX feature has been tested on a 1.4 root folder with the UGX Patch and works without going over the limit. If it is a general consensus that the amount of FX included is too much I can reduce it. You can check *MAPNAME*.csv in zone source to see the amount of added FX after map generation.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 07, 2014, 10:53:28 pm
Guide updated with general information on UGX Wiki: http://ugx-mods.com/wiki/index.php?title=UGX_Script_Placer_2.0 (http://ugx-mods.com/wiki/index.php?title=UGX_Script_Placer_2.0)
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: pashan on October 07, 2014, 11:21:10 pm
So this is my first time using UGX mods.  I downloaded the script placer and generated a map, Then to see if it worked, i opened the .map in raidiant and replaced it with nazi_zombie_tutorial's map. Then i compiled and ran the game: this is what i see??

(http://i.imgur.com/kUlGfwy.jpg)

(http://i.imgur.com/D7Wa0HR.jpg)

This is what i have in my mods folder?

(http://i.gyazo.com/8d39a72b91b469c4845bc6e0573ea7d4.png)

am i doing anything wrong?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 07, 2014, 11:23:39 pm
You still need to follow the guide for UGX Mod Standalone regarding compiling and using the UGX Project Mover.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: omgitsbothscarab on October 08, 2014, 02:23:26 am
this is a beautiful thing
like trem
only beautifullier

Double Post Merge: October 08, 2014, 02:31:46 am
Is the option to select the "Main Menu Button" box purposely disabled, or am I just stupid?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 08, 2014, 11:53:08 am
this is a beautiful thing
like trem
only beautifullier

Double Post Merge: October 08, 2014, 02:31:46 am
Is the option to select the "Main Menu Button" box purposely disabled, or am I just stupid?
It's disabled if you are using UGX-MOD because by default UGX-MOD already has a solo button and the text isn't controlled in the engine but rather in the image.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 08, 2014, 03:13:10 pm
I get 16 fonts error, I made sure I used Project Mover right with no errors and I still get it and I get alien text
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 08, 2014, 03:34:37 pm
I get 16 fonts error, I made sure I used Project Mover right with no errors and I still get it and I get alien text
16 fonts error means you didn't use UGX Project Mover. Alien Text means you didn't build the ugx mod mod.ff and then use UGX Project Mover.

The only point of UGX Project Mover is to undo the crap Launcher does after every compile. It overwrites the ugx mod.ff in your map folder with your map's mod.ff which erases the ugx mod font and menu assets. Project Mover takes the mod.ff from the ugx_mod folder and puts it back into your map's folder, and renames your map's mod.ff to localized_mapname.ff. You can do this manually if you want to or whatever but it needs to be done every time the ugx mod.ff gets overwritten. If you avoid building your map's mod.ff and delete it from root/mods/mapname it will stop being moved at the end of every compile and you will no longer need to use the Project Mover at all until the next time you build your map's mod.ff and overwrite the ugx files again. This is a somewhat technical explanation which is why I usually just tell people to compile + use the project mover, but apparently people still aren't understanding that and I think it must be because they doin't understand what they are fixing when they run it.

When I update our tools for the v1.1 standalone release I will program the Project Mover to do this for people so that they will not need to use the program as often.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 08, 2014, 03:46:01 pm
16 fonts error means you didn't use UGX Project Mover. Alien Text means you didn't build the ugx mod mod.ff and then use UGX Project Mover.

I did do both, I still have the problem. Is UGX Project Mover and COD Project Mover same thing? lol
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 08, 2014, 05:28:58 pm
I did do both, I still have the problem. Is UGX Project Mover and COD Project Mover same thing? lol
You need to do it after every compile unless you do what I just said.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 08, 2014, 05:31:52 pm
You need to do it after every compile unless you do what I just said.

I have, still not working, and I see from times, that Project Mover moves the files in mod folder and I made sure the names are right

Edit: Now I get sound_asset error, I followed wiki and I dont have that line even in mapname.csv. And I still get the alien text  >:( I even installed standalone and patch again and pasted them in root
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: fatboypro on October 08, 2014, 08:31:34 pm
umm i tried using it it said there was no errors but my map didn't generate
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 08, 2014, 08:36:32 pm
I have, still not working, and I see from times, that Project Mover moves the files in mod folder and I made sure the names are right

Edit: Now I get sound_asset error, I followed wiki and I dont have that line even in mapname.csv. And I still get the alien text  >:( I even installed standalone and patch again and pasted them in root
lol i don't know what to tell you other than you're missing a step somewhere along the way, because I've talked to 3 people so far who have successfully generated a UGX Mod map with this tool and haven't heard anyone with your problem who was not able to solve it with similar instructions to what I just gave to you.

Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: Gunoftruth on October 08, 2014, 08:37:48 pm
Can't wait to try this :). But It seems like alot people having trouble just to make a map with ugx mod  ???
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 08, 2014, 08:38:06 pm
umm i tried using it it said there was no errors but my map didn't generate
Then you likely did not have the correct root folder selected. If it could not replace the file it would have created a log file and came up saying the map was generated with errors. Please verify your root path and retry.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: fatboypro on October 08, 2014, 08:41:51 pm
ok ill try that thanks. :D
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 08, 2014, 08:58:14 pm
Can't wait to try this :). But It seems like alot people having trouble just to make a map with ugx mod  ???
It's an unfamiliar process for most people and if you don't have an understanding of how the mod files are loaded by the game it can be confusing to people but if you follow either the video series or the wiki tutorial closely you will be able to do it. SajeOne is about to release an updated video tutorial which shows how to use this Script Placer to generate stock maps and UGX Mod maps correctly. Hopefully this will clear it up for everyone.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: Gunoftruth on October 08, 2014, 09:06:27 pm
It's an unfamiliar process for most people and if you don't have an understanding of how the mod files are loaded by the game it can be confusing to people but if you follow either the video series or the wiki tutorial closely you will be able to do it. SajeOne is about to release an updated video tutorial which shows how to use this Script Placer to generate stock maps and UGX Mod maps correctly. Hopefully this will clear it up for everyone.
okay good. i didnt try yet because i see people having trouble. but im going to start now :).
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 08, 2014, 09:41:36 pm
A video has now been added to the wiki page for anyone that might be having trouble. (As of the moment it's still processing, will be 1080p) UGX Script Placer 2.0 Overview w/ Stock/UGX Mod Tutorial (http://www.youtube.com/watch?v=XHW6qgtP9LA#ws)
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: chromastone10 on October 08, 2014, 10:43:04 pm
A video has now been added to the wiki page for anyone that might be having trouble. (As of the moment it's still processing, will be 1080p) UGX Script Placer 2.0 Overview w/ Stock/UGX Mod Tutorial (http://www.youtube.com/watch?v=XHW6qgtP9LA#ws)

how come it still uses those nasty viewhands? D:
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 08, 2014, 10:44:37 pm
how come it still uses those nasty viewhands? D:
Because the drop-on viewhands fix hasn't been applied that is linked on the wiki.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: MAK911 on October 09, 2014, 01:00:24 am
I watched the Script placer vid twice. Not because I wanted to learn, but because I absolutely love YouTube's auto-captioning. Good lord it's funny. XD
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: DeletedUser on October 09, 2014, 01:30:17 am
Nice! Going to use this for my map when i install the ugx mod  ;)
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 09, 2014, 03:38:35 pm
Alright, I followed vid tut twice, I even made new map and still got alien text and loads of errors, argh!

Edit: Ray helped me, was using wrong IWD and we had to remove font, cos it wasnt working, oh well, now I can enter the contest :D
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 09, 2014, 06:07:08 pm
Alright, I followed vid tut twice, I even made new map and still got alien text and loads of errors, argh!

Edit: Ray helped me, was using wrong IWD and we had to remove font, cos it wasnt working, oh well, now I can enter the contest :D
If you had to remove the font then it means your raw/english/font folder was not UGX Mod's.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 09, 2014, 06:26:16 pm
If you had to remove the font then it means your raw/english/font folder was not UGX Mod's.

I dont know, it should be. But I had in mind to use BO1 font, so its all good
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: pashan on October 10, 2014, 12:07:26 am
UGX MODS HELP!

i get this error after shooting a few zombies...

(http://i.gyazo.com/9e482030ba80412fcc9b5a8a743a9d38.png)

My main menu also doesn't work, and my map is really dark?

This is what my map looks like

(http://i.gyazo.com/680e01c5c617cd96a779d3482c81147e.png)

Have i done anything wrong?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 10, 2014, 12:21:20 am
UGX MODS HELP!

i get this error after shooting a few zombies...

(http://i.imgur.com/fF7pzSV.jpg)

My main menu also doesn't work, and my map is really dark?

Have i done anything wrong?
Your screenshot is missing, try uploading it again.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: pashan on October 10, 2014, 12:23:56 am
Your screenshot is missing, try uploading it again.

Updated
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: RamboBadass on October 10, 2014, 12:57:26 am
There are no world spawn settings. Sajeone felt thatshould be on the mapper  :) and I agree  :P lol
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: pashan on October 10, 2014, 01:02:32 am
There are no world spawn settings. Sajeone felt thatshould be on the mapper  :) and I agree  :P lol

Okay, but what about the error i get?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: RamboBadass on October 10, 2014, 02:02:10 am
That's a Trem/Saje question sry
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: omgitsbothscarab on October 10, 2014, 05:28:50 am
Sigh. I feel like such a bother, with all of the shit you guys are getting, but I gave up on trying to install UGX into my map just because I have no patience for anything. Now when I compiled and loaded my old, completely un-UGX-related map, I get:
'Can't load image: "ugx_menu_template"'
Obviously I'm overlooking something very obvious here. I searched through all of the files and images and found no references to it, though.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 10, 2014, 05:32:03 am
Sigh. I feel like such a bother, with all of the shit you guys are getting, but I gave up on trying to install UGX into my map just because I have no patience for anything. Now when I compiled and loaded my old, completely un-UGX-related map, I get:
'Can't load image: "ugx_menu_template"'
Obviously I'm overlooking something very obvious here. I searched through all of the files and images and found no references to it, though.
Make sure you restored your zone_source folder csv files (specifically dlc3.csv and zombiemode.csv) and make sure you restored your raw/ui folder.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: omgitsbothscarab on October 10, 2014, 05:37:30 am
Make sure you restored your zone_source folder csv files (specifically dlc3.csv and zombiemode.csv) and make sure you restored your raw/ui folder.
Thanks, will try tomorrow. Great job on the script placer, by the way; very easy to use.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: RonanMerriman on October 11, 2014, 06:26:31 pm
Nice program guys! Worked great with ease. Just one thing though. When I launch the map via the singleplayer button [UGX Mod enabled] I get and error saying that ugx_easyfx.gsc is missing, or something like that. This is probably something small but I could use some help. Had UGX Easy FX ticked in the script placer BTW.

Pic:
Spoiler: click to open...
(http://i.imgur.com/qmAMXFw.jpg)
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 11, 2014, 06:27:47 pm
Nice program guys! Worked great with ease. Just one thing though. When I launch the map via the singleplayer button [UGX Mod enabled] I get and error saying that ugx_easyfx.gsc is missing, of something like that. This is probably something small but I could use some help. 

Pic:
Spoiler: click to open...
(http://i.imgur.com/qmAMXFw.jpg)
Did you ensure to check it in the IWD list? Something that I plan to implement in the program is that it automatically checks it but unfortunately it's not included in this version.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: RonanMerriman on October 11, 2014, 06:30:00 pm
Did you ensure to check it in the IWD list? Something that I plan to implement in the program is that it automatically checks it but unfortunately it's not included in this version.


Ah! I didn't. Silly me. I ticked the loadscreen boxes but forgot about that one thanks. I'll get back to you if/when it works.

Edit: Great, 400 fx limit error :/
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 11, 2014, 06:40:24 pm


Ah! I didn't. Silly me. I ticked the loadscreen boxes but forgot about that one thanks. I'll get back to you if/when it works.

Edit: Great, 400 fx limit error :/
I added all the default easy FX efx files, I have now found that this is too much for UGX Mod(silly me). Go into ugx_easy_fx.gsc and *MAPNAME*_patch.csv(zone_source) and comment out any FX that you don't want.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: RonanMerriman on October 11, 2014, 06:43:13 pm
I added all the default easy FX efx files, I have now found that this is too much for UGX Mod(silly me). Go into ugx_easy_fx.gsc and *MAPNAME*_patch.csv(zone_source) and comment out any FX that you don't want.


Right so I'll get on that.

Edit: Ok I think I messed up everything. Only after deleting a load of lines did I realise what commenting out actually was...  :facepalm:. There doesn't seem to be an option to delete a map in the current version but ill try and make a new one anyway and test it out some more. Also, I was a bit confused some stuff. The MAPNAME_patch.csv and ugx_easy_fx.gsc don't contain "400fx". Will commenting out all of them fix the error even though all of them are not shown?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: chromastone10 on October 11, 2014, 11:28:20 pm
okay a few questions, i saw the zombiemode_weapons gsc, does that have the dlc3 code included in it? and I also saw world at war weapons in there, are those needed? can I remove them? because it wont let me use ugx easy fx on this, it gives me the 400 fx error so I need to remove some from the ugx files, but im not sure which files to remove FX from. Also when I use custom menu music it works until I use the project mover to move the files then it goes back to default waw menu music
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 12, 2014, 06:07:41 pm
okay a few questions, i saw the zombiemode_weapons gsc, does that have the dlc3 code included in it? and I also saw world at war weapons in there, are those needed? can I remove them? because it wont let me use ugx easy fx on this, it gives me the 400 fx error so I need to remove some from the ugx files, but im not sure which files to remove FX from. Also when I use custom menu music it works until I use the project mover to move the files then it goes back to default waw menu music
For the FX error read the post that's right above replying to ronan. For the zombiemode weapons I'm not quite sure what you mean by that. The script placer doesn't use either of those files for anything. Your map will use the default files found in your root/raw or in ugx_guns.iwd for UGX-MOD. For main menu music some have gotten success from including the sound include into ugx_mod.ff's mod.csv.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: HitmanVere on October 12, 2014, 07:07:09 pm
Everything else is working, but shouldnt it install jukebox also? It did install prefab, but no model, no anims, nothing. Maybe add that in update?
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 12, 2014, 07:19:39 pm
Everything else is working, but shouldnt it install jukebox also? It did install prefab, but no model, no anims, nothing. Maybe add that in update?
Possibly, I'll put it on my list, but the jukebox is a fairly specific choice feature, not something that many would typically be adding right off the bat. If you are having any issues with the existing jukebox tutorial feel free to create a topic about it.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: jjbradman on October 13, 2014, 12:13:55 am
Try it and see.
i finally got my map to load with ugx mod because of 400fx error. apparently the files that the SP makes, when selecting to use easy-fx, hits the limit
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 13, 2014, 01:10:29 am
i finally got my map to load with ugx mod because of 400fx error. apparently the files that the SP makes, when selecting to use easy-fx, hits the limit
Posting about it two times in this thread isn't enough  :poker:
Working on a fix, guess I might as well make a known bugs section.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: chromastone10 on October 13, 2014, 01:11:57 am
Posting about it two times in this thread isn't enough  :poker:
Working on a fix, guess I might as well make a known bugs section.

I had to go to my dlc3_code in raw and remove all the world at war weapons and comment unused FX to get the 400 fx error to go away
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 13, 2014, 01:27:37 am
I had to go to my dlc3_code in raw and remove all the world at war weapons and comment unused FX to get the 400 fx error to go away
Then something has gone wrong as UGX-MOD doesn't use dlc3_code for weapons anymore seeing as it was found redundant that they had to be specified in two different places. UGX-MOD's _zombiemode_weapons.gsc handles the weapon includes for the mod along with dlc3.csv.
Title: Re: [App] UGX Script Placer 2.0 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 16, 2014, 08:48:46 pm
Oops, forgot to post about this(only been what? Two days?). New version of the script placer is now live, you can either download it from the download link on this topic or through the prompt given to anyone who opens the previous version on their computer. The fixes included in this version are listed below.

v2.0.1
- Corrected easyFX + UGX-MOD 400FX crash
- Added worldspawn settings to setup map
- Added Auto check for custom items added to IWD list
- Disabled the ability to select any file type in the screens section(caused program freeze)
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: fatboypro on October 17, 2014, 11:05:30 pm
ok so i'm getting the 400fx asset error when i try and play the map.
i also checked the FAQ and that didn't work
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on October 17, 2014, 11:07:24 pm
ok so i'm getting the 400fx asset error when i try and play the map.
i also checked the FAQ and that didn't work
Did you use UGX Easy FX? Did you download v2.0.1 of the script placer?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: fatboypro on October 17, 2014, 11:49:03 pm
no i just used 2.0 not 2.1 is there anyway i can fix my map without creating a new map with 2.1?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 17, 2014, 11:58:30 pm
no i just used 2.0 not 2.1 is there anyway i can fix my map without creating a new map with 2.1?
Well you should get a notification when opening the program to update it whenever an update is released.

To fix the issue manually you can go into root/zone_source/*MAPNAME*_patch.csv and remove some of the unwanted Easy FX includes at the bottom. You can then go into root/mods/*YOURMOD*/maps/ugx_easy_fx.gsc and remove some of the unwanted 'LoadFX()' lines(they should be the same FX that you removed in your patch csv).
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: fatboypro on October 18, 2014, 12:00:10 am
Ok I'll try it out thanks
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: KDXDARK on October 25, 2014, 06:14:48 pm
somebody is having troubles with the weather script? because it sometimes play the FX and anothers not
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 25, 2014, 06:17:24 pm
somebody is having troubles with the weather script? because it sometimes play the FX and anothers not
Could you please elaborate a little bit more?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: KDXDARK on October 25, 2014, 06:30:02 pm
Could you please elaborate a little bit more?
a week ago when i compile my map the wheater dont work anymore in-game(it dont play the FX) also i have included the FX in my mapna.csv and mod.csv but still not working.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on October 26, 2014, 03:18:39 pm
a week ago when i compile my map the wheater dont work anymore in-game(it dont play the FX) also i have included the FX in my mapna.csv and mod.csv but still not working.
Well there are really only a couple possibilities I can think of, you did something to the script, it's not included in the IWD, You don't have the FX line in your zone_source, the FX file doesn't actually exist, or you have so much FX already on screen in your map that the weather FX is being ignored. Beyond that I wouldn't be sure.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: DeletedUser on November 14, 2014, 11:59:25 pm
How do you get to the actual map editing part of it like the screen at 18:51 in the tutorial video?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on November 15, 2014, 05:09:35 am
How do you get to the actual map editing part of it like the screen at 18:51 in the tutorial video?
Well at 18:51 that's launcher that's open. You can open it by navigating to your root/bin folder, right clicking 'launcher.exe' and hitting 'Run as Administrator'.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Deer2014 on November 16, 2014, 05:03:16 pm
When I generate a Test map in the UGX Script Placer v2.0.1 and I compile it in the Launcher
I get an error message when I start my map in CoDWaW:

Error
Exceeded limit of 400 'fx' assets


Why?

I do not understand this.
I just generated a test map. No apply UGX Mod.

(http://s12.postimg.org/j14rmx5g9/script_placer201_01.jpg) (http://postimg.org/image/j14rmx5g9/)

What is wrong?
Help, please!
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on November 16, 2014, 07:49:45 pm
When I generate a Test map in the UGX Script Placer v2.0.1 and I compile it in the Launcher
I get an error message when I start my map in CoDWaW:

Error
Exceeded limit of 400 'fx' assets


Why?

I do not understand this.
I just generated a test map. No apply UGX Mod.

(http://s12.postimg.org/j14rmx5g9/script_placer201_01.jpg) (http://postimg.org/image/j14rmx5g9/)

What is wrong?
Help, please!
I've confirmed this as a bug, I am investigating further now.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Deer2014 on November 16, 2014, 07:57:05 pm
What do you think? This can be caused by low memory?
4 Gb Ram for map editing.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on November 16, 2014, 08:05:23 pm
What do you think? This can be caused by low memory?
4 Gb Ram for map editing.
No it couldn't, I re-created the error so it's something with the program. Like I said I'm investigating now. If you want to temporarily fix it yourself you can remove some FX lines you aren't using from root/zone_source/*MAPNAME*_patch and LoadFX lines from root/mods/*YOURMOD*/maps/ugx_easy_fx.gsc.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Deer2014 on November 16, 2014, 08:23:27 pm
It's weird!

After using the Script Placer, I found a file:

C:\ Program Files (x86) \ Activision \ Call of Duty - World at War \ map_source \ nazi_zombie_test_load.map
Size: 0 bytes.

It was not here before.
Is this normal?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: SajeOne on November 17, 2014, 12:32:11 am
It's weird!

After using the Script Placer, I found a file:

C:\ Program Files (x86) \ Activision \ Call of Duty - World at War \ map_source \ nazi_zombie_test_load.map
Size: 0 bytes.

It was not here before.
Is this normal?
That's a placeholder for the loadscreen which is compiled into a separate FF.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: flighta10 on December 07, 2014, 07:35:25 pm
I want to get this but most of my downloads I do change my search engine or put a hack onto the system if I download this would it do the same?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Chadric273 on December 27, 2014, 06:17:06 pm
Hey I used this script placer and I still got the exceeded 400 fx limit error. How do I fix it?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: GamerzOnFiya187 on January 02, 2015, 04:55:27 pm
Hi is there anyone who can help me with this situation whether you've experienced it before or know how to fix it:
Hi I am new to the UGX site and I really want to make my very own map. I recently used the Script placer 2.0 (I think it's called that :/ and everything was going fine... As soon as I opened up my WAW launcher and launched my map name Abandonned_Ship, these crazy patterns came up. Why some people said it was because you need the Standalone file but when I launched the script placer a notification came up saying Downloading Standalone. Please Please PLEASE help me it would mean a lot to me thanks!
  :lol: ;) :poker:
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Alerion on January 02, 2015, 05:21:59 pm
Do you mean the font being scrambled?
There's a fix for that:
http://ugx-mods.com/forum/index.php?topic=4400.msg48577#msg48577 (http://ugx-mods.com/forum/index.php?topic=4400.msg48577#msg48577)
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: jjbradman on January 02, 2015, 05:25:30 pm
Hi is there anyone who can help me with this situation whether you've experienced it before or know how to fix it:
Hi I am new to the UGX site and I really want to make my very own map. I recently used the Script placer 2.0 (I think it's called that :/ and everything was going fine... As soon as I opened up my WAW launcher and launched my map name Abandonned_Ship, these crazy patterns came up. Why some people said it was because you need the Standalone file but when I launched the script placer a notification came up saying Downloading Standalone. Please Please PLEASE help me it would mean a lot to me thanks!
  :lol: ;) :poker:
you need to use the project mover program, its use its described in the wiki in ugx-mod installation guide.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Alerion on January 02, 2015, 05:37:31 pm
you need to use the project mover program, its use its described in the wiki in ugx-mod installation guide.

Nope, If he sticks to the method I posted he won't need the project mover.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: insanity3241 on January 11, 2015, 07:15:38 pm
Does anyone know how to make the loadscreens or does anyone know a tutorial on how to get the material file
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: dvdgrza on January 23, 2015, 05:59:46 am
Can someone help me? I create the map in the Script placer and it says "Generated Successfully" but when I open launcher and go to the mod builder tab I can't find any trace of my map. I've triple checked but it's not there
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: whippytrout on January 23, 2015, 08:39:09 pm
Maybe you didn't set your root directory in the script placer? Idk hope it helps.
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: teKKen514 on February 15, 2015, 04:47:30 pm
alright im getting some wierd thing happening when i compile my map and run the mod :http://prntscr.com/65g62t (http://prntscr.com/65g62t)

This 'wierd' thing happens everytime when I launch mod that i scripted with UGX script placer.. Anyone know solution?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Alerion on February 17, 2015, 07:27:11 am
This has been answered a few times now. please take the time and read through the last few posts ;)
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: BishyFTW on February 17, 2015, 08:48:50 pm
how do you add zones in this new mapname.gsc layout?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: GerardS0406 on February 19, 2015, 02:25:03 am
No credit with testing eh? xD I'm just kidding! Anyways I love this script placer! Go UGX TEAM!
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: elichvatal on February 24, 2015, 01:29:11 am
Link is Broken :'(

Double Post Merge: February 24, 2015, 10:03:40 pm
It says Not Found

The requested URL /downloads/scriptplacer/UGX was not found on this server.

Apache/2.2.22 (Debian) Server at ugx-mods.com Port 80
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: execute on April 18, 2015, 07:21:01 am
where is the _zombiemode file in my mod?
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: MarCarrot on May 10, 2015, 06:37:21 pm
Trying to load up my map via console after the mod is loaded up, and get the following error:
Script error compile error
Could not find script 'maps/dlc3_code'
(See console for details)
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: golfstix on May 20, 2015, 03:12:02 am
Dude you are the man.... awesome awesome job. Your video was very clear and at no point was I confused. Thank you for making this simple enough for someone like me to use. I brag about you guys every chance I get
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: default123 on July 03, 2015, 12:15:57 pm
Thanks!
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Sebra on July 04, 2015, 07:47:26 am
How do you even make a map without UGX mod with this script placer cuz when ever i do  a map it goes in to UGX settings instant but i just want to make my own simpel map QWQ
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: gympie6 on July 17, 2015, 07:31:25 pm
Trying to load my map via console after compiling. (Not using UGX-MOD v1.04), then
I spawn without a body, I can't knife and don't have a gun??
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: animallover on August 23, 2015, 06:23:24 pm
Anyone give me a helping hand? Comes up with this whenever i move around the map...

(http://s7.postimg.org/lv273t57b/2015_08_23_00004.jpg) (http://postimg.org/image/lv273t57b/)
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: dadadodo on December 11, 2015, 01:46:55 pm
this script placer did my game make broke
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: yomomdog8010 on March 22, 2016, 09:35:14 pm
i dont mean to sound stupid, but how do i get rid of anti cheat, beacuse with it on its a bit hard to test my own maps
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: DeletedUser on May 18, 2017, 10:32:02 am
What are the extension for the images file please ?
Btw, very good application. Only this one is working for me
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: treminaor on May 19, 2017, 09:39:21 pm
Quote from: Reyyzan link= date=1495103522
What are the extension for the images file please ?
Btw, very good application. Only this one is working for me
Use .jpg 
Title: Re: [App] UGX Script Placer 2.0.1 BETA - Now with UGX-MOD Compatibility!
Post by: Bl4ckM4n22 on December 11, 2023, 07:34:29 pm
Excuse me, ☝️ first post. I’m having trouble navigating the forum. I’m looking for BO3 console command, or other, that lets me: slow down the gameplay so it’s a bit more like R6? I found these from user “DidUKnwIPwn?” From a while back so I can’t reply there.

SetMoveSpeedScale changes currently applied scale.
weaponfiles have a set number but in script you can scale it using this function.
 
i.e.
PTRS = 0.85 speed, SetMoveSpeedScale = 1; movement speed = 0.85.
PTRS = 0.85 speed, SetMoveSpeedScale = 2; movement speed = 1.7, double this for adsMoveSpeed as well.

and they slow running speed but not the bots DPI or even a “all guns speed = .8” to slow some fire rates would be nice. Maybe a script to make me less visible when I’m prone or standing still too?  This is for Mp offline only. I’m happy to get mods from anywhere.  Thanks. Oh and PS I want to turn off ground slide, jump boost, Wal run and save “setup game” settings too. (I can props find these on my own). Sorry I hate citalopram I’m so sleeepyyyy