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I found a few tuts from kids who barely know what they're doing and following instructions i've yet to compile a working basic map.
Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
Thank you for the replies and it seems customcod is down at the moment as i had some pages bookmarked but now i get this message
Connection Problems
Sorry, SMF was unable to connect to the database. This may be caused by the server being busy. Please try again later.
i know how to use radiants interface it similar enough to hammercraft
my issue has been key values
i'm unsure if after adding spawn points and their keys and values do i have to check the flags for spawners and forcespawn
do i run ugx script placer first then start mapping
is their any files i need to copy and edit or does the script placer do this for me
right now i'm running into a problem after compile the console error is "unable to find script map/nazi_zombie_mapname_fx
Trem i will give your video a view and hopefully i can get a test map up and running
Good day fine sirs
ah see i didn't compile mod as no tut yet has said that
and i just used "mapname" on here as a placeholder for my map name as its just a test map
i'll compile my mod and iwd and see if that fixes my issues
Thank you daedra
You're welcome.
I forgot to mention a few things...
1. You don't need to recompile your entire map everytime you build your mod. If you add something, say a zone, you will need to add the info_volume with the correct script targetname, however if your just editing a weapons value, you only need to recompile the mod.
2. Any additional IWD or FF put in mods/MAPNAME will be copied over to local/mods/mapname after either recompiling the map, or rebuilding the mod.
3. You can edit the scripts straight from Launcher by double clicking the name of the script.
4. The game will use default scripts located in raw/maps. If you place a script from raw/maps into mods/MAPNAME/maps, it will use that version of the script. You should never edit the scripts in raw/mods without making a backup!
I know this is a bit much, but it might save you time and a few headaches.
Good looking browsed through it real quick like and he seems to have alot of good tuts on stuff i'll need in the future.
now that i've got a working loadable map with one window and zombies that function properly i have made a "to do list'
first things first
i'm not spawning in with weapons [haven't touched scripts yet]
when i use devmap and use the command "give all" i am given these weapons
-colt m1911
-colt m1911 exploding rounds
-braaains...
-default weapon
-kar98k
-walther p38
how might i add in the in game weapons
explanation -or-
link to tut -or-
link to already answered forum topic welcome
and i am willing to dive into script because i would like to take out "braaains..." and "default weapon" from loading entirely
everythings checked is it possible i may have overwritten a raw file with sniperbolts tutorial might do a clean install just to be safe
When you open the console in game, do you see a yellow text saying that your missing weapons?
Sniper bolts scripts are fine.