UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - jakob9696

As the title of this topic says, i need to play an animation on a zombie.
i analyzed some treyarch scripts and they use this to play an animation by script
Code Snippet
Plaintext
SetAnimStateFromASD
but i don't know how use it because doesn't exists in bo3 api reference.
I tried using Animscripted and obviously i setup the Animtree (UseAnimtree in script and .atr) but the zombie clears all animations for a moment and after that it continue to plays the previous animation it was playing but the animation that i want to play doesn't start  :-\
I also tried using SetAnim but nothing...
Does anyone know the solution to this problem?
7 years ago
i'm scripting origins generators and i need to create a waypoint, then i followed a solution in this forum in cod waw but in bo3 using the following code doesn't load the image or in alternative doesn't show the direction arrow:

zm_mapname.zone
Code Snippet
Plaintext
image,i_hud_tomb_capture_spin
material,hud_tomb_capture_spin

Shader is a waypoint and is semi-loaded (faded) but has arrow

Code Snippet
Plaintext

#precache( "material", "hud_tomb_capture_spin");

// other stuffs

// self == generator struct
function Create_generator_HUD()
{
self endon( "death" );
if( !isDefined(self.capture_hud ) )
{
hud_elem = NewHudElem();
hud_elem SetTargetEnt( self );
hud_elem SetShader( "hud_tomb_capture_spin", 8, 8 );
hud_elem SetWayPoint( true,"hud_tomb_capture_spin");

hud_elem.hidewheninmenu = true;
hud_elem.immunetodemogamehudsettings = true;
self.capture_hud = hud_elem;
}
}

in alternative changing only "SetWayPoint", the shader is fully loaded as waypoint but there isn't the direction arrow


Code Snippet
Plaintext
hud_elem SetWayPoint( true);
here there is APE settings


is there someone who knows the solution?

I would use circle (radial) progress bar (for example the one used in gobblegums and specialist weapons ) instead line bar style which was also in cod waw. is there any way to replicate it without using menu files or lua but only gsc/csc?(i know we don't have the lua editor)

7 years ago
I did not understand exactly how blend time and lerp time work in "Animscripted" function ...
From what I understand of blend time, it  "links" the animation for n time to a model and after n time clear others multiple anims but how do I make sure that the animation is active until a "StopAnimscripted"?

In my case, i want to play multiple anims on a model as origins pap does ( when each generators power up, add an anim on pap model); i've the following testing code:
Code Snippet
Plaintext
// using etc...
#precache( "model", "p6_zm_tm_packapunch" );
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim");
#using_animtree( "zm_origins_pap" );

// init and other stuffs

function test_pap()
{
n_rate = 1;
// n_blend = .2;
n_blend = 10; // this allow multiple anims for 10 seconds -> after clear all other anims except frst

n_lerp = 0;
n_start_time = 0;
str_notify = undefined;
model = GetEnt("zm_origins_pap", "script_noteworthy");
// model UseAnimTree( "zm_origins_pap" );
model UseAnimTree( #animtree );

for( i = 1; i <= 7; i++ )
{
GetPlayers()[0] waittill("weapon_fired");
str_notify = "pap_part" + i + "_start";

switch( i )
{
case 1:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim );
break;
case 2:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim );
break;
case 3:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim );
break;
case 4:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim );
break;
case 5:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim );
break;
case 6:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim );
break;
case 7:
model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim , "normal", %root, n_rate, n_blend, n_lerp, n_start_time);
// model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim );
break;
default:
IPrintLnBold("ERROR");
break;
}

}
test_pap();
}
in this test code instead using generators, play an animation on pap model when player fired
as you can see i tried using SetAnim instead Animscripted, but i don't know why, in bo3 doesn't works  :-\
i asked help about Setanim here  but no one replied me  :-(

and here there is a video which shows what anims do but i want anims add on it without clear it after n seconds
and reset only if is called a StopAnimscripted, a ClearAnim or an Animscripted which play the same animation

could someone help me please!
7 years ago
as the title of this post say: I ported bo2 origins german zombie models but in game and in ape thier anims are a little glitched...
the basic movements works but for example feet and hands are rotated o weird: I do not know how to explain it but in the following video you can see my problem
:(
We're sorry.
The embdedded media couldn't be retrieved.
View reason
Unknown error happened.
View media in new tab

I need to use origins models, how i can fix them?
please help!
7 years ago
I added a phd perk bottle in bo3 using the bo3 view and world models to use in game as perk weapon i created a grenade weapon, i set the drink animation of bo3 ( i didn't export it but i set only the animation name ), time stats of waw perk bottle weapons but in game drink anim is a little moved forward as i think as  it needs to change fov but in APE i didn't found any option.
How i can fix that?
here there is a test video which shows my problem:


p.s yes i'm porting also wunderfizz in bo3 ;)
7 years ago
I edited _zm_perks.gsc script but game uses the default script.
for example I put a "IprintLnBold("drink")" in the function where script give the player a perk bottle, but it doesn't show .
all others edits in this file don't show in game as the previous example.
How i can edit a script provided with mod tool and so it runs?
7 years ago
When there were only cod waw and bo1 mod tools; I knew it was illegal upload activision coyrighted raw assets.
Then we used .ff to bypass this restriction.
Now i see that some people shared with community some assets in Xmodel_bin, aren't these raw assets?
What has been changed with bo3 mod tool?
7 years ago
I need to get weapon name from a weapon object:
for example:
Code Snippet
Plaintext
 wpnObj = level._custom_perks[ PERK_JUGGERNOG ].perk_bottle_weapon;
 wpnname = GetWeaponName( wpnObj); // or GetWeaponScriptName -->  is exist this function?

I known that in this case i would script a function with a switch(perk) and in all cases set perk weapon name but i need it for others cases without editing any treyarch script.
could someone tell me if this exist or how to script it, please?
7 years ago
i'm porting bo2 pap models with its animations, i tried to fix them in maya and exported in 7 different xanim.
I scripted a testing gsc to play these anims on pap model, but in game if i use the Animscripted() function, the model play only 1 anims per time and not multiple anims at same times.

then i tried to use SetAnim() function but this doesn't play any anim and i don't know why

here there is the code

Code Snippet
Plaintext
// other #using...
#precache( "model", "p6_zm_tm_packapunch" );
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim");

#using_animtree( "zm_origins_pap" );
#namespace zm_testing;

REGISTER_SYSTEM( "zm_testing", &__init__, undefined )

function __init__()
{
level flag::wait_till( "start_zombie_round_logic" );
thread test_pap();
}

function test_pap()
{
str_notify ="";
model = GetEnt("zm_origins_pap", "script_noteworthy"); // this is placed in radiant
model UseAnimTree( #animtree );

for( i = 1; i <= 7; i++ )
{
str_notify = "pap_part" + i + "_start";
switch( i )
{
case 1:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim );
break;
case 2:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim );
break;
case 3:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim );
break;
case 4:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim );
break;
case 5:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim );
break;
case 6:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim );
break;
case 7:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim );
break;
default:
IPrintLnBold("ERROR");
break;
}
GetPlayers()[0] waittill("weapon_fired");
}
test_pap();
}

 Could  someone tell me how to resolve my issue, please?
7 years ago
i'm currently scripting bo2 origins generators but when i ported fluid's anim (fxanim_zom_tomb_generator_fluid_up/down_anim ) they dont move up and down in maya and in APE  but they're glitched...
i think this is a wrong join bind but i'm using wrait .mel file...
Could someone help me about how to fix them, please?
7 years ago
i'm trying to port blundergat/ acidgat model from bo2... in exported images there is a reveal map (black texture)  which "would hide acid ember" and viceversa "would show acid ember" and i'm sure at 80% that treyarch use this to use only 1 model with different textures in combination with "weaponcamo" assets but i can't understand how it works.
Could Someone explain me it?
7 years ago
When mistery box is open and randomly weapons are spawned, these don't move up slowly and only when the weapon has been chosen, it appear istantly moved up;
this video shows my problem:


How it can be fixed?
(i've already downloaded the additional assets and i'm using ugx box)
8 years ago
I'm scripting this new bo3 gobblegum in waw:  Newtonian Negation
it move zombies in air after their death and in game it seems that changing "phys_gravity" var from console it works very well, but changing it via script it doesn't works

Code Snippet
Plaintext
SetDvar( "phys_gravity", -1*GetDvarInt( "phys_gravity" ) );

how i can replicate this gobblegum effect in other ways?
8 years ago
i'm scripting motd Brutus boss :
I exported all needed anims from bo2 and i fixed their J_mainroot position but in game run animation is too slow, how i can make it faster ?
here there is a video which show my problem:

8 years ago
I'm trying to make upgraded viewmodel of acidgat and blundergat, but when i tried to convert the acidgat i get the following error in AssMan:



how i can fix it?
8 years ago
Loading ...