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Can i Get an Updated Tutorial on basic mapping

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Created 11 years ago
by krimzon
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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I get red text stating it could not load alot of weapon xmodels and fxs for the models some xmodels for character and also materials for hud seems to be everything i'm missing

Post Merge: September 18, 2013, 06:32:16 pm
When i say this i mean no offence to sniperbolt as i'm sure he's got mad skills
 but his prefabs are way off the Z center
  so when i drop them in they're way off the map let alone the location of where i clicked to place them
   had to enter each prefab and reposition them and overwrite them so they're in the right place when i place them
    if someone could get ahold of him i'd like to reupload them here with the correct positions giving him full credit for his prefabs and personally taking no credit at all
     i assumed this happened from the source map of these prefabs being centered way off the Z center when he saved them

:edit:
I do believe i've found my problem
 it seems i'm missing my dlc3.csv from my zone source and my copy of mod tools doesn't have it

 can anybody post me the non ugx (original) script straight from theirs and i'll just make my own via copy and paste

:edit:
found it on a google cached version of a customcod topic
btw can anyone verify that their site is down or is it just me

no, I meant his scripts are fine, not that i think he's a bad person or whatever, but yeah his prefabs are a bit of a pain.

anyway, your missing dlc3.csv is the problem. I've edited my DLC code so it SHOULD be like the original, you can just create a new dlc3.csv text document and paste this in it:

Code Snippet
Plaintext
// Coop Player Heroes
mptype,nazi_zombie_heroes,,
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

rawfile,clientscripts/_zombie_mode.csc,,

// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc

// Sound
sound,nazi_zombie_factory,nazi_zombie_factory,all_sp
sound,common,nazi_zombie_factory,all_sp
sound,projectiles,nazi_zombie_factory,all_sp
sound,physics,nazi_zombie_factory,all_sp
sound,destructibles,nazi_zombie_factory,all_sp
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
sound,weapons,audio_test_tuey,all_sp

// Animtrees + Animations
rawfile,animtrees/zombie_factory.atr
xanim,o_zombie_lattice_gate_full
xanim,o_zombie_lattice_gate_half
xanim,o_zombie_difference_engine_ani
xanim,ai_zombie_jump_down_127
xanim,ai_zombie_jump_down_184
xanim,ai_zombie_crawl_jump_down_127
xanim,ai_zombie_crawl_jump_down_184
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a

//////////////////////////////////////////////////////////////////
                           WEAPON AREA
/////////////////////////////////////////////////////////////////

// Missing Stuff
xmodel,viewmodel_zombie_colt45_pistol
xmodel,weapon_zombie_colt45_pistol
xmodel,viewmodel_zombie_ptrs41
xmodel,weapon_zombie_ptrs41
xmodel,viewmodel_zombie_flamethrower
xmodel,weapon_zombie_flamethrower
xmodel,weapon_usa_springfield_rifle
xmodel,viewmodel_usa_springfield_rifle
xmodel,viewmodel_mp_k98
xmodel,viewmodel_zombie_db_shotgun_sawed
xmodel,weapon_zombie_db_shotgun_sawed
xmodel,viewmodel_zombie_db_shotgun_sawed_up
xmodel,weapon_zombie_db_shotgun_sawed_up
xmodel,viewmodel_zombie_type99_rifle
xmodel,viewmodel_zombie_type99_rifle_up
xmodel,weapon_zombie_type99_rifle_up

// Weapons
weapon,sp/colt // default weaponn
weapon,sp/napalmblob // default weapon
weapon,sp/napalmbloblight // default weapon
// - pistol
weapon,sp/zombie_colt // last stand weapon
weapon,sp/zombie_colt_upgraded
weapon,sp/zombie_sw_357
weapon,sp/zombie_sw_357_upgraded
// - bolt-action
weapon,sp/zombie_kar98k
weapon,sp/zombie_kar98k_upgraded
weapon,sp/zombie_springfield
weapon,sp/zombie_springfield_upgraded

weapon,sp/zombie_type99_rifle
weapon,sp/zombie_type99_rifle_upgraded
// - semi-auto
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1carbine_upgraded
weapon,sp/zombie_gewehr43
weapon,sp/zombie_gewehr43_upgraded
weapon,sp/zombie_m1garand
weapon,sp/zombie_m1garand_upgraded
// - auto
weapon,sp/zombie_stg44
weapon,sp/zombie_stg44_upgraded
weapon,sp/zombie_thompson
weapon,sp/zombie_thompson_upgraded
weapon,sp/zombie_mp40
weapon,sp/zombie_mp40_upgraded
weapon,sp/zombie_type100_smg
weapon,sp/zombie_type100_smg_upgraded
// - scoped
weapon,sp/ptrs41_zombie
weapon,sp/ptrs41_zombie_upgraded
weapon,sp/type99_rifle_scoped_zombie

// - grenade
weapon,sp/molotov
weapon,sp/stielhandgranate
// - grenade launcher
weapon,sp/m1garand_gl_zombie
weapon,sp/m1garand_gl_zombie_upgraded
weapon,sp/m7_launcher_zombie
weapon,sp/m7_launcher_zombie_upgraded
// - shotgun
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_upgraded
weapon,sp/zombie_doublebarrel_sawed
weapon,sp/zombie_doublebarrel_sawed_upgraded
weapon,sp/zombie_shotgun
weapon,sp/zombie_shotgun_upgraded
// - heavy mg
weapon,sp/zombie_bar
weapon,sp/zombie_bar_upgraded
weapon,sp/zombie_fg42
weapon,sp/zombie_fg42_upgraded
weapon,sp/zombie_30cal
weapon,sp/zombie_30cal_upgraded
weapon,sp/zombie_mg42
weapon,sp/zombie_mg42_upgraded
weapon,sp/zombie_ppsh
weapon,sp/zombie_ppsh_upgraded
// - special
weapon,sp/panzerschrek_zombie
weapon,sp/panzerschrek_zombie_upgraded
weapon,sp/m2_flamethrower_zombie
weapon,sp/m2_flamethrower_zombie_upgraded
weapon,sp/ray_gun
weapon,sp/ray_gun_upgraded
weapon,sp/tesla_gun
weapon,sp/tesla_gun_upgraded
weapon,sp/zombie_cymbal_monkey
weapon,sp/mine_bouncing_betty

// Bowie Knife
xmodel,viewmodel_knife_bowie

// Teddy Bear
xmodel,zombie_teddybear







//////////////////////////////////////////////////////////////////
                           FX AREA
/////////////////////////////////////////////////////////////////

// Bouncing Betties -- Keep These
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Electrical Trap -- Keep These
fx,misc/fx_zombie_electric_trap
fx,env/electrical/fx_elec_sparking_oneshot
fx,misc/fx_zombie_zapper_powerbox_on
fx,misc/fx_zombie_zapper_wall_control_on
fx,maps/zombie/fx_zombie_light_glow_green
fx,maps/zombie/fx_zombie_light_glow_red
fx,misc/fx_zombie_elec_trail_oneshot
fx,env/electrical/fx_elec_wire_spark_dl_oneshot
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
fx,misc/fx_zombie_elec_gen_on
fx,misc/fx_zombie_elec_gen_idle
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green

// Swapping Light Models -- Keep These If Using Them
xmodel,lights_indlight
xmodel,lights_indlight_on
xmodel,lights_milit_lamp_single_int
xmodel,lights_milit_lamp_single_int_on
xmodel,lights_tinhatlamp_off
xmodel,lights_tinhatlamp_on
xmodel,lights_berlin_subway_hat_0
xmodel,lights_berlin_subway_hat_50
xmodel,lights_berlin_subway_hat_100

// Pandora Box -- Keep These
fx,maps/zombie/fx_zombie_factory_marker
fx,maps/zombie/fx_zombie_factory_marker_fl
fx,maps/zombie/fx_zombie_factory_marker_sm

// Hell Hounds -- Keep These
fx,maps/zombie/fx_zombie_dog_eyes
fx,maps/zombie/fx_zombie_dog_explosion
fx,maps/zombie/fx_zombie_dog_fire_trail
fx,maps/zombie/fx_zombie_dog_ash_trail
fx,maps/zombie/fx_zombie_dog_breath

// Teleporter -- Keep These
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_beam

fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Perks-a-cola effects
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on

fx,maps/zombie/fx_zombie_packapunch

// CreateFX Exploders
fx,maps/zombie/fx_transporter_beam
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_ambient
fx,maps/zombie/fx_zombie_wire_spark
fx,maps/zombie/fx_zombie_mainframe_link_single
fx,maps/zombie/fx_zombie_mainframe_link_all
fx,maps/zombie/fx_zombie_mainframe_linked
fx,maps/zombie/fx_zombie_mainframe_beam
fx,maps/zombie/fx_zombie_mainframe_flat
fx,maps/zombie/fx_zombie_mainframe_flat_start
fx,maps/zombie/fx_zombie_mainframe_beam_start
fx,maps/zombie/fx_zombie_flashback_american
fx,maps/zombie/fx_zombie_difference
fx,maps/zombie/fx_zombie_mainframe_steam
fx,maps/zombie/fx_zombie_heat_sink
fx,maps/mp_maps/fx_mp_elec_spark_fast_random
fx,misc/fx_zombie_elec_gen_idle
fx,maps/zombie/fx_zombie_elec_pole_terminal

Note: you will need to rebuild your fast files on the "compile level" tab, but you don't need to re-compile the entire map.
Last Edit: September 18, 2013, 07:24:31 pm by daedra descent
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thank you my good sir the file i found for sure fixed my issue plus three more of my problems on my to do list
although i see code you have that i don't and vice versa

would i be able to merge these files and still compile ok say take what i'm missing from yours and add it to mine in each respective chunk of script

here's mine it reads different in some places
Code Snippet
Plaintext
// Coop Player Heroes
mptype,nazi_zombie_heroes,,
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

rawfile,clientscripts/_zombie_mode.csc,,

// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc

// Sound
sound,nazi_zombie_factory,nazi_zombie_factory,all_sp
sound,common,nazi_zombie_factory,all_sp
sound,projectiles,nazi_zombie_factory,all_sp
sound,physics,nazi_zombie_factory,all_sp
sound,destructibles,nazi_zombie_factory,all_sp
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
sound,weapons,audio_test_tuey,all_sp

// Animtrees + Animations
rawfile,animtrees/zombie_factory.atr
xanim,o_zombie_lattice_gate_full
xanim,o_zombie_lattice_gate_half
xanim,o_zombie_difference_engine_ani
xanim,ai_zombie_jump_down_127
xanim,ai_zombie_jump_down_184
xanim,ai_zombie_crawl_jump_down_127
xanim,ai_zombie_crawl_jump_down_184
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a

//////////////////////////////////////////////////////////////////
                           WEAPON AREA
/////////////////////////////////////////////////////////////////

// Missing Stuff
xmodel,viewmodel_zombie_colt45_pistol
xmodel,weapon_zombie_colt45_pistol
xmodel,viewmodel_zombie_ptrs41
xmodel,weapon_zombie_ptrs41
xmodel,viewmodel_zombie_flamethrower
xmodel,weapon_zombie_flamethrower

// Weapons
weapon,sp/colt // default weaponn
weapon,sp/napalmblob // default weapon
weapon,sp/napalmbloblight // default weapon
// - pistol
weapon,sp/zombie_colt // last stand weapon
weapon,sp/zombie_colt_upgraded
weapon,sp/zombie_sw_357
weapon,sp/zombie_sw_357_upgraded
// - bolt-action
weapon,sp/zombie_kar98k
weapon,sp/zombie_kar98k_upgraded
//weapon,sp/springfield
//weapon,sp/zombie_type99_rifle
//weapon,sp/zombie_type99_rifle_upgraded
// - semi-auto
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1carbine_upgraded
weapon,sp/zombie_gewehr43
weapon,sp/zombie_gewehr43_upgraded
weapon,sp/zombie_m1garand
weapon,sp/zombie_m1garand_upgraded
// - auto
weapon,sp/zombie_stg44
weapon,sp/zombie_stg44_upgraded
weapon,sp/zombie_thompson
weapon,sp/zombie_thompson_upgraded
weapon,sp/zombie_mp40
weapon,sp/zombie_mp40_upgraded
weapon,sp/zombie_type100_smg
weapon,sp/zombie_type100_smg_upgraded
// - scoped
weapon,sp/ptrs41_zombie
weapon,sp/ptrs41_zombie_upgraded
//weapon,sp/type99_rifle_scoped_zombie
//weapon,sp/kar98k_scoped_zombie
// - grenade
weapon,sp/molotov
weapon,sp/stielhandgranate
// - grenade launcher
weapon,sp/m1garand_gl_zombie
weapon,sp/m1garand_gl_zombie_upgraded
weapon,sp/m7_launcher_zombie
weapon,sp/m7_launcher_zombie_upgraded
// - shotgun
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_upgraded
weapon,sp/zombie_shotgun
weapon,sp/zombie_shotgun_upgraded
// - heavy mg
weapon,sp/zombie_bar
weapon,sp/zombie_bar_upgraded
weapon,sp/zombie_fg42
weapon,sp/zombie_fg42_upgraded
weapon,sp/zombie_30cal
weapon,sp/zombie_30cal_upgraded
weapon,sp/zombie_mg42
weapon,sp/zombie_mg42_upgraded
weapon,sp/zombie_ppsh
weapon,sp/zombie_ppsh_upgraded
// - special
weapon,sp/panzerschrek_zombie
weapon,sp/panzerschrek_zombie_upgraded
weapon,sp/m2_flamethrower_zombie
weapon,sp/m2_flamethrower_zombie_upgraded
weapon,sp/ray_gun
weapon,sp/ray_gun_upgraded
weapon,sp/tesla_gun
weapon,sp/tesla_gun_upgraded
weapon,sp/zombie_cymbal_monkey
weapon,sp/mine_bouncing_betty
// Bowie Knife
xmodel,viewmodel_knife_bowie

// Teddy Bear
xmodel,zombie_teddybear

//////////////////////////////////////////////////////////////////
                           FX AREA
/////////////////////////////////////////////////////////////////

// Bouncing Betties -- Keep These
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Electrical Trap -- Keep These
fx,misc/fx_zombie_electric_trap
fx,env/electrical/fx_elec_sparking_oneshot
fx,misc/fx_zombie_zapper_powerbox_on
fx,misc/fx_zombie_zapper_wall_control_on
fx,maps/zombie/fx_zombie_light_glow_green
fx,maps/zombie/fx_zombie_light_glow_red
fx,misc/fx_zombie_elec_trail_oneshot
fx,env/electrical/fx_elec_wire_spark_dl_oneshot
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
fx,misc/fx_zombie_elec_gen_on
fx,misc/fx_zombie_elec_gen_idle
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green

// Swapping Light Models -- Keep These If Using Them
xmodel,lights_indlight
xmodel,lights_indlight_on
xmodel,lights_milit_lamp_single_int
xmodel,lights_milit_lamp_single_int_on
xmodel,lights_tinhatlamp_off
xmodel,lights_tinhatlamp_on
xmodel,lights_berlin_subway_hat_0
xmodel,lights_berlin_subway_hat_50
xmodel,lights_berlin_subway_hat_100

// Pandora Box -- Keep These
fx,maps/zombie/fx_zombie_factory_marker
fx,maps/zombie/fx_zombie_factory_marker_fl
fx,maps/zombie/fx_zombie_factory_marker_sm

// Hell Hounds -- Keep These
fx,maps/zombie/fx_zombie_dog_eyes
fx,maps/zombie/fx_zombie_dog_explosion
fx,maps/zombie/fx_zombie_dog_fire_trail
fx,maps/zombie/fx_zombie_dog_ash_trail
fx,maps/zombie/fx_zombie_dog_breath

// Teleporter -- Keep These
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_beam

fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Perks-a-cola effects
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on

fx,maps/zombie/fx_zombie_packapunch

// CreateFX Exploders
fx,maps/zombie/fx_transporter_beam
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_ambient
fx,maps/zombie/fx_zombie_wire_spark
fx,maps/zombie/fx_zombie_mainframe_link_single
fx,maps/zombie/fx_zombie_mainframe_link_all
fx,maps/zombie/fx_zombie_mainframe_linked
fx,maps/zombie/fx_zombie_mainframe_beam
fx,maps/zombie/fx_zombie_mainframe_flat
fx,maps/zombie/fx_zombie_mainframe_flat_start
fx,maps/zombie/fx_zombie_mainframe_beam_start
fx,maps/zombie/fx_zombie_flashback_american
fx,maps/zombie/fx_zombie_difference
fx,maps/zombie/fx_zombie_mainframe_steam
fx,maps/zombie/fx_zombie_heat_sink
fx,maps/mp_maps/fx_mp_elec_spark_fast_random
fx,misc/fx_zombie_elec_gen_idle
fx,maps/zombie/fx_zombie_elec_pole_terminal

 :accepted:
Last Edit: September 18, 2013, 07:47:13 pm by krimzon
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☭ Soviet Commander ☭
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Date Registered: 13 August 2012
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thank you my good sir the file i found for sure fixed my issue plus three more of my problems on my to do list
although i see code you have that i don't and vice versa

would i be able to merge these files and still compile ok say take what i'm missing from yours and add it to mine in each respective chunk of script

Code Snippet
Plaintext
// Coop Player Heroes
mptype,nazi_zombie_heroes,,
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

rawfile,clientscripts/_zombie_mode.csc,,

// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc

// Sound
sound,nazi_zombie_factory,nazi_zombie_factory,all_sp
sound,common,nazi_zombie_factory,all_sp
sound,projectiles,nazi_zombie_factory,all_sp
sound,physics,nazi_zombie_factory,all_sp
sound,destructibles,nazi_zombie_factory,all_sp
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
sound,weapons,audio_test_tuey,all_sp

// Animtrees + Animations
rawfile,animtrees/zombie_factory.atr
xanim,o_zombie_lattice_gate_full
xanim,o_zombie_lattice_gate_half
xanim,o_zombie_difference_engine_ani
xanim,ai_zombie_jump_down_127
xanim,ai_zombie_jump_down_184
xanim,ai_zombie_crawl_jump_down_127
xanim,ai_zombie_crawl_jump_down_184
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a

//////////////////////////////////////////////////////////////////
                           WEAPON AREA
/////////////////////////////////////////////////////////////////

// Missing Stuff
xmodel,viewmodel_zombie_colt45_pistol
xmodel,weapon_zombie_colt45_pistol
xmodel,viewmodel_zombie_ptrs41
xmodel,weapon_zombie_ptrs41
xmodel,viewmodel_zombie_flamethrower
xmodel,weapon_zombie_flamethrower

// Weapons
weapon,sp/colt // default weaponn
weapon,sp/napalmblob // default weapon
weapon,sp/napalmbloblight // default weapon
// - pistol
weapon,sp/zombie_colt // last stand weapon
weapon,sp/zombie_colt_upgraded
weapon,sp/zombie_sw_357
weapon,sp/zombie_sw_357_upgraded
// - bolt-action
weapon,sp/zombie_kar98k
weapon,sp/zombie_kar98k_upgraded
//weapon,sp/springfield
//weapon,sp/zombie_type99_rifle
//weapon,sp/zombie_type99_rifle_upgraded
// - semi-auto
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1carbine_upgraded
weapon,sp/zombie_gewehr43
weapon,sp/zombie_gewehr43_upgraded
weapon,sp/zombie_m1garand
weapon,sp/zombie_m1garand_upgraded
// - auto
weapon,sp/zombie_stg44
weapon,sp/zombie_stg44_upgraded
weapon,sp/zombie_thompson
weapon,sp/zombie_thompson_upgraded
weapon,sp/zombie_mp40
weapon,sp/zombie_mp40_upgraded
weapon,sp/zombie_type100_smg
weapon,sp/zombie_type100_smg_upgraded
// - scoped
weapon,sp/ptrs41_zombie
weapon,sp/ptrs41_zombie_upgraded
//weapon,sp/type99_rifle_scoped_zombie
//weapon,sp/kar98k_scoped_zombie
// - grenade
weapon,sp/molotov
weapon,sp/stielhandgranate
// - grenade launcher
weapon,sp/m1garand_gl_zombie
weapon,sp/m1garand_gl_zombie_upgraded
weapon,sp/m7_launcher_zombie
weapon,sp/m7_launcher_zombie_upgraded
// - shotgun
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_upgraded
weapon,sp/zombie_shotgun
weapon,sp/zombie_shotgun_upgraded
// - heavy mg
weapon,sp/zombie_bar
weapon,sp/zombie_bar_upgraded
weapon,sp/zombie_fg42
weapon,sp/zombie_fg42_upgraded
weapon,sp/zombie_30cal
weapon,sp/zombie_30cal_upgraded
weapon,sp/zombie_mg42
weapon,sp/zombie_mg42_upgraded
weapon,sp/zombie_ppsh
weapon,sp/zombie_ppsh_upgraded
// - special
weapon,sp/panzerschrek_zombie
weapon,sp/panzerschrek_zombie_upgraded
weapon,sp/m2_flamethrower_zombie
weapon,sp/m2_flamethrower_zombie_upgraded
weapon,sp/ray_gun
weapon,sp/ray_gun_upgraded
weapon,sp/tesla_gun
weapon,sp/tesla_gun_upgraded
weapon,sp/zombie_cymbal_monkey
weapon,sp/mine_bouncing_betty
// Bowie Knife
xmodel,viewmodel_knife_bowie

// Teddy Bear
xmodel,zombie_teddybear

//////////////////////////////////////////////////////////////////
                           FX AREA
/////////////////////////////////////////////////////////////////

// Bouncing Betties -- Keep These
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Electrical Trap -- Keep These
fx,misc/fx_zombie_electric_trap
fx,env/electrical/fx_elec_sparking_oneshot
fx,misc/fx_zombie_zapper_powerbox_on
fx,misc/fx_zombie_zapper_wall_control_on
fx,maps/zombie/fx_zombie_light_glow_green
fx,maps/zombie/fx_zombie_light_glow_red
fx,misc/fx_zombie_elec_trail_oneshot
fx,env/electrical/fx_elec_wire_spark_dl_oneshot
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
fx,misc/fx_zombie_elec_gen_on
fx,misc/fx_zombie_elec_gen_idle
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green

// Swapping Light Models -- Keep These If Using Them
xmodel,lights_indlight
xmodel,lights_indlight_on
xmodel,lights_milit_lamp_single_int
xmodel,lights_milit_lamp_single_int_on
xmodel,lights_tinhatlamp_off
xmodel,lights_tinhatlamp_on
xmodel,lights_berlin_subway_hat_0
xmodel,lights_berlin_subway_hat_50
xmodel,lights_berlin_subway_hat_100

// Pandora Box -- Keep These
fx,maps/zombie/fx_zombie_factory_marker
fx,maps/zombie/fx_zombie_factory_marker_fl
fx,maps/zombie/fx_zombie_factory_marker_sm

// Hell Hounds -- Keep These
fx,maps/zombie/fx_zombie_dog_eyes
fx,maps/zombie/fx_zombie_dog_explosion
fx,maps/zombie/fx_zombie_dog_fire_trail
fx,maps/zombie/fx_zombie_dog_ash_trail
fx,maps/zombie/fx_zombie_dog_breath

// Teleporter -- Keep These
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_beam

fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Perks-a-cola effects
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on

fx,maps/zombie/fx_zombie_packapunch

// CreateFX Exploders
fx,maps/zombie/fx_transporter_beam
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_ambient
fx,maps/zombie/fx_zombie_wire_spark
fx,maps/zombie/fx_zombie_mainframe_link_single
fx,maps/zombie/fx_zombie_mainframe_link_all
fx,maps/zombie/fx_zombie_mainframe_linked
fx,maps/zombie/fx_zombie_mainframe_beam
fx,maps/zombie/fx_zombie_mainframe_flat
fx,maps/zombie/fx_zombie_mainframe_flat_start
fx,maps/zombie/fx_zombie_mainframe_beam_start
fx,maps/zombie/fx_zombie_flashback_american
fx,maps/zombie/fx_zombie_difference
fx,maps/zombie/fx_zombie_mainframe_steam
fx,maps/zombie/fx_zombie_heat_sink
fx,maps/mp_maps/fx_mp_elec_spark_fast_random
fx,misc/fx_zombie_elec_gen_idle
fx,maps/zombie/fx_zombie_elec_pole_terminal

 :accepted:

that will work, I kind of modded my DLC.csv so it includes Multiplayer (MP) weapons, and may have deleted something I shouldn't have. Anyway, what you have is good.

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i'd like to make my door disappear with an fx like in a puff of smoke instead of just moving it
    not like i'm goin to close it anytime soon
actually that's not a bad idea but i'm sure zones would get confusing
    anyway... yeah... wanna make my door vanish is this possible with kvps
or is this more dirty like triggering a caulk texture change on the door or something
    using a brushmodel for door btw with a linked trigger
want something visually appealing like the way debris vanishes with the electrostactic type effect
    plan to make a prefab with frame, door and trigger so i always have my dimensions in my own standard
for doors at least for now
    i'll make a debris prefab later

on second thought lets just go with a door pivot
Last Edit: September 18, 2013, 11:07:33 pm by krimzon
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i'd like to make my door disappear with an fx like in a puff of smoke instead of just moving it
    not like i'm goin to close it anytime soon
actually that's not a bad idea but i'm sure zones would get confusing
    anyway... yeah... wanna make my door vanish is this possible with kvps
or is this more dirty like triggering a caulk texture change on the door or something
    using a brushmodel for door btw with a linked trigger
want something visually appealing like the way debris vanishes with the electrostactic type effect
    plan to make a prefab with frame, door and trigger so i always have my dimensions in my own standard
for doors at least for now
    i'll make a debris prefab later

These are the three main FX that people use:

"script_firefx" "poltergeist"
"script_fxid" "large_ceiling_dust"
"script_noteworthy" "jiggle"

I'm not sure what you mean by having your door "vanishing" though, if you want, you can remove the script_linkto and script_linkname, but then the sound that you hear when you buy the door doesn't work.



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These are the three main FX that people use:

"script_firefx" "poltergeist"
"script_fxid" "large_ceiling_dust"
"script_noteworthy" "jiggle"

I'm not sure what you mean by having your door "vanishing" though, if you want, you can remove the script_linkto and script_linkname, but then the sound that you hear when you buy the door doesn't work.

yeah i've seen those in a few tuts kinda overplayed imo
 where can i find the source on those effects to see what options i have to play around with
  and i forgot to use the script struct linkto yet that was my issue with my door



Post Merge: September 20, 2013, 11:28:40 pm
I've found where the source files are once i stumbled upon the effects editor
 Made 2 custom effects to replace "poltergeist" and "large_ceiling_dust" respectively but i'm having problems getting them into my maps

added to
Code Snippet
Plaintext
mapname.csc

Code Snippet
Plaintext
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["fx_custom_door"] = LoadFx ( "maps/zombie/fx_custom_door" );
level._effect["fx_custom_ash"] = LoadFx ( "maps/zombie/fx_custom_ash" );
}

added to
Code Snippet
Plaintext
mapname.gsc

Code Snippet
Plaintext
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["fx_custom_door"] = LoadFx ( "maps/zombie/fx_custom_door" );
level._effect["fx_custom_ash"] = LoadFx ( "maps/zombie/fx_custom_ash" );
}

added to
Code Snippet
Plaintext
mapname.csv

Code Snippet
Plaintext
fx,maps/zombie/fx_custom_ash
fx,maps/zombie/fx_custom_door

also added both the efx files to fx/maps/zombies in my my mod root
recompiled my mod
recompiled my map with my doors having these kvps in place of "poltergeist" and "large_ceiling_dust"

no effects
what am i missing
Last Edit: September 20, 2013, 11:29:58 pm by krimzon

 
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