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Messages - AllMoDs

map is fully in game just got to add the models do the script thing and I'm done

6 years ago




this will be my 2nd map
I've been working on this mod on and off for about 8 months
my idea for this mod it will be just like the tournament of power I will add every model that was in the show
when you first start your pick which Universe you want to play with
no player will be able to pick the same universe when you first start your pick which Universe you want to play with
when you die you will lose a character once you lose all your characters you're out the tournament
last two players will have to fight each other plus the zombies Last Man Standing wins and the center timer will be counting down as well every so many quarters you  lose a character from your universe
6 years ago
Dragon Ball super master Ultra Instinct Goku added

6 years ago
updated physically see your path node layout in game
look up for vid
6 years ago
the reason why I'm posting this I needed something to grab path nodes to a set point with no problem
this dont work good no mater what i use it on ingame i loos fps
Code Snippet
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nodes = GetAllNodes();		
goal = get_array_of_closest( self.favoriteenemy.origin, nodes, undefined, 45);

GetAllNodes works fine but get_array_of_closest dus not work good at all or getNodeArray() didnt ever get it to work for what i need so  i made a diff script based off a default cod one works like a charm

can use this with path_node grabber in game
will show grabbed path nodes count and origin of the number 7 node "iPrintLn(" array 2 nodes origin " + new_nods[7].origin);" when you shoot your gun this can allso help you find bad paths if nods are not spaced out good for zombies


a good count is 23 and up if in a open space with 400 being how far you look if lower might need to look at
help if you no you got bad nodes and zombies dont do right in a spot in your map now you can check the nodes ingame as you walk

update physically see your path node layout in game
shoot 1 time to play fx on all grabbed path nodes shoot 2nd time to delete fx and script model and repeat


add you own nun looping fx  where ??????? is
Code Snippet
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level._effect["kiblast"] = loadfx( "?????????t" );
and you get fx on your path nodes they delete when you shoot 2nd time or use way point just add pick here //self.target_scan = "????????"; un comment all take fx off
Code Snippet
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see_node()
{
    self endon("disconnect");
    self.nod_spot = 0;
    set_node_fx = 1;
    for (;;)
    {
        self waittill("weapon_fired");
        {

if (set_node_fx == 1)
            {
                self.bullets2 = [];
                self.new_nods = self get_desired_paths_nods(self.origin, 400, 60, 0);
iPrintLn("nodes array size " + self.new_nods.size);
                for (i = 0; i < self.new_nods.size; i++)
                {
                    if (self.nod_spot < self.new_nods.size)
                    {
                        self.bullets2[self.nod_spot] = Spawn("script_model", self.new_nods[self.nod_spot].origin);
                        self.bullets2[self.nod_spot] SetModel("tag_origin");
                        PlayFXOnTag(level._effect["kiblast"], self.bullets2[self.nod_spot], "tag_origin");
//self.target_scan = "????????";
//self.payload2 = NewClientHudElem(self);
//self.payload2.hideWhenInMenu = true;
//self.payload2 setshader( self.target_scan, 40, 40 );
//self.payload2 SetTargetEnt( self.bullets2[self.nod_spot]);
//self.payload2 setWayPoint( true, self.target_scan );
                        self.nod_spot = self.nod_spot + 1;
                    }
set_node_fx = 0;
                }

            }
            else if (set_node_fx == 0)
            {                           
for (i = 0; i < self.new_nods.size; i++)
                {
if (self.nod_spot.size > - 1)
{
  self.bullets2[self.nod_spot] delete();
  self.nod_spot = self.nod_spot - 1;
 
}
self.bullets2[0] delete();
set_node_fx = 1;
}
            }
wait .05;
        }
       
    }
}




Code Snippet
Plaintext
get_desired_paths_nods(A, B, C, D or E)
D or E allways start with D so you dont loos fps from grabbing every path-nod out side where you look
Code Snippet
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/* 
 ============= AllMoDs AKA KrooKlyN 8/24/2018================
///ScriptDocBegin
//get_desired_paths_nods(A, B, C, D or E)
// A:origin to start from
//B: distance from start origin to start looking for path_nodes determined by  D or E );
//C: max size of path_nodes to return
// D: return the nodes, reordered from closest to farthest aka <  Example new_nods[0].origin is closer set a 0 for this
// E: return the nodes, reordered from farthest to closest aka >  Example new_nods[0].origin is farthest set a 1 for this
///ScriptDocEnd
 =========================================
 */
///////////////////path_nods only////////////////////////////////
get_desired_paths_nods(org, dis, new_max, lessthan_biggerthan)
{
    nodes = GetAllNodes();
    dist = [];
    index = [];
max = undefined;
    for (i = 0; i < nodes.size; i++)
    {
        length = distancesquared(org, nodes[i].origin);
if (lessthan_biggerthan == 0)
{
if ( dis * dis < length)
continue;
dist[dist.size] = length;
index[index.size] = i;
}
if (lessthan_biggerthan == 1)
{
if ( dis * dis > length)
continue;
dist[dist.size] = length;
index[index.size] = i;
}   
    }
    for (;;)
    {
        change = false;
        for (i = 0; i < dist.size - 1; i++)
        {
            if (dist[i] <= dist[i + 1])
continue;
            change = true;
            temp = dist[i];
            dist[i] = dist[i + 1];
            dist[i + 1] = temp;
            temp = index[i];
            index[i] = index[i + 1];
            index[i + 1] = temp;
        }
        if (!change) break;
    }
    newnodes = [];
    if (new_max > dist.size)
max = max + new_max;
max = dist.size;
    for (i = 0; i < new_max; i++)
newnodes[i] = nodes[index[i]];
    iPrintLn(" array 1 nodes origin " + newnodes[7].origin);
return newnodes;
}



must define everything


Code Snippet
Plaintext
this one you can send any array to check 
and you can run something in it 2 times one getting < and then send  it back in doing > will get you ring of what ever you are looking for
Example
1strun = get_desired_paths_nods(A, B, 1000, D, 0); //set 0 at end
2ndrun = get_desired_paths_nods(A, 1run , 500, D, E or 1); //set 1 at end and use 1strun as array in 2nd part
Code Snippet
Plaintext
/* 
 ========================== AllMoDs AKW KrooKlyN 8/24/2018================
///ScriptDocBegin
//get_desired_paths_nods(A, B, C, D, E or f)
// A:origin to start from
//B array to check
//C: distance from start origin to start looking for array determined by  E or F);
//D: max size of arrayto return
// E: return the array, reordered from closest to farthest aka <  Example new_nods[0].origin is closer set a 0 for this
// F: return the array, reordered from farthest to closest aka >  Example new_nods[0].origin is farthest set a 1 for this
///ScriptDocEnd
 =============
 */
////////////////any array///////////////////////////////
get_desired_paths_nods(org, array, dis, new_max, lessthan_biggerthan)
{
    dist = [];
    index = [];
max = undefined;
    for (i = 0; i < array.size; i++)
    {
        length = distancesquared(org, array[i].origin);
if (lessthan_biggerthan == 0)
{
if ( dis * dis < length)
continue;
dist[dist.size] = length;
index[index.size] = i;
}
if (lessthan_biggerthan == 1)
{
if ( dis * dis > length)
continue;
dist[dist.size] = length;
index[index.size] = i;
}   
    }
    for (;;)
    {
        change = false;
        for (i = 0; i < dist.size - 1; i++)
        {
            if (dist[i] <= dist[i + 1])
continue;
            change = true;
            temp = dist[i];
            dist[i] = dist[i + 1];
            dist[i + 1] = temp;
            temp = index[i];
            index[i] = index[i + 1];
            index[i + 1] = temp;
        }
        if (!change) break;
    }
    newnodes = [];
    if (new_max > dist.size)
max = max + new_max;
max = dist.size;
    for (i = 0; i < new_max; i++)
newnodes[i] = array[index[i]];
    iPrintLn(" my origin " + self.origin);
return newnodes;
}


6 years ago
flying zombies added
scanner update


coop test vid all working fine new demo cumming soon

6 years ago
There’s already pvp hit detection it’s just set to do nothing

You simply need to turn that off and it passes all info, including attacker, attacked, origin, hitlocation, closest bone, model - etc etc
if that is the case you can't tell me where it is?
I did do away where the game picked up everything on its own but the player took the weapon's damage
and didn't work every single shot
6 years ago
I believe that is me. Hi Mom! I'm in a YouTube video!
ty 4 the help

added head shot detection will add chest shot detection
when I'm done every weapon in the game will be able to attack a teammate
molotov cocktail and flamethrower will catch them on fire
your grenades will hurt your teammates
the last thing I wanted to do was be able to the check where you're shooting and hitting the player at
which as you can see in this video I'm able to do now
the reason I'm making this mod is because us at Team Salaj are making a gladiator Arena map
no wall guns no Pack-a-Punch no perks all  gets dropped from Gladiator Arena opponents

but on the other hand I thought that a lot of people would like to have this mod for different things
player-versus-player style or otherwise I like to see the mods that get made using this very creative things can be done with this I've already have people asked for it and told me what they wanted it for and their ideas are very creative


the numbers after the text is how far away the bullet hit the actual model from the "tag origin" I'm checking for and the tag is about the size of a ant
6 years ago
I've been working on this on and off for over a year
last thing I have left to do is get the projectile entity better
so the damage is taken when the bullet or projectile hits the other player better than the way I have it now

I finally figured out how to get the entity of every  projectile shot for each client
now I can take damage based on where the projectile hits the player
like headshots , torso to shoulders and torso and down
6 years ago
loving the map nice work
6 years ago
Code Snippet
Plaintext
SetPlayerIgnoreRadiusDamage( true );

having this on will ignore all RadiusDamage
other than using this you would have to do a damage override script
to ignore any self damage from the Wunderwaffe or add somthing in
Code Snippet
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player_damage_override( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, modelIndex, psOffsetTime )

in _zombiemode.gsc to not affect you from the Wunderwaffe and if it ShellShocks you use this
Code Snippet
Plaintext
self StopShellShock();
in player_damage_override have it check if the damage is coming from the wonderwaffle and stop it there
6 years ago
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