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![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
I.e. in any case it's always made the aitype file already pre sets (head + body) and use a brute force search is ready file.
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_raid_reg_m1carbine (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE ENEMYINFO
defaultmdl="char_usa_marine_fullbody1"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
ENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
*/
main()
{
self.animTree = "";
self.team = "allies";
self.type = "human";
self.accuracy = 0.2;
self.health = 100;
self.weapon = "thompson";
self.secondaryweapon = "";
self.sidearm = "colt";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 3;
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
character\char_usa_raider_r_rifle::main(); // <----- HERE
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\char_usa_raider_r_rifle::precache(); // <----- HERE
precacheItem("thompson");
precacheItem("colt");
precacheItem("fraggrenade");
}
character\char_usa_raider_r_rifle::main(); character\char_usa_raider_r_rifle::precache(); codescripts\character::setModelFromArray(xmodelalias\char_usa_raider_bodyalias::main());
self.headModel = codescripts\character::randomElement(xmodelalias\char_usa_raider_headalias::main());
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "char_usa_raider_body1_1";
a[1] = "char_usa_raider_body1_2";
a[2] = "char_usa_raider_body2_1";
return a;
}
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
main()
{
a[0] = "char_usa_raider_head1_1";
a[1] = "char_usa_raider_head1_2";
a[2] = "char_usa_raider_head1_3";
a[3] = "char_usa_raider_head1_4";
a[4] = "char_usa_raider_head2_1";
a[5] = "char_usa_raider_head2_2";
a[6] = "char_usa_raider_head2_3";
a[7] = "char_usa_raider_head2_4";
a[8] = "char_usa_raider_head3_1";
a[9] = "char_usa_raider_head3_2";
a[10] = "char_usa_raider_head3_3";
a[11] = "char_usa_raider_head3_4";
a[12] = "char_usa_raider_head4_1";
a[13] = "char_usa_raider_head4_2";
a[14] = "char_usa_raider_head4_3";
a[15] = "char_usa_raider_head4_4";
return a;
}

artist and designer this is me 
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
what is a gib models ? word "gib" no tranlate )
i us this: https://translate.google.ru





![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown excellence and experience in the area of custom scripting in the UGX-Mods community. |
![]() Oil Rig Beta Access |
I don't think you need asset manager if you manually made the aitype and character files.
//
Add to zone_source/mapname.csv
Rawfile,character,char_usa_myallies.gsc
In radiant right click and select ... actor allies