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help with swinging double doors

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Created 11 years ago
by krimzon
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Trying to make swinging double doors
got both doors and they open with one trigger
separate script_structs for each door
i can make them turn by rotating my script_structs but then they disappear and i'd rather them not
I remember seeing something like this on customcod but since the site is down i can't troll their forums
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You could try this, but the guide isn't official yet because I haven't verified everything. The UGX Modtools patch is required, see the notice at the top of the page.

http://ugx-mods.com/wiki/index.php?title=Creating_a_Swinging_Door_Blocker
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yeah i'm waiting till 1.1 drops before i patch in ugx
i found a tut over at ZM but some of the pictures are missing

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http://www.zombiemodding.com/index.php/topic,1515.0.html

i used this on both my doors just with one trigger
but i think i know what i did wrong but its hard to tell cause of the missing images in this tut
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yeah i'm waiting till 1.1 drops before i patch in ugx
The UGX Patch and the UGX Mod are two different things. The patch is an equivalent of nazi_zombie_oldtown or sniper bolts tutorial but with bug fixes.
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Ahh I see I'll go find that
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is there a change log so i know if i gotta rescript the self revive fix if i use ugx patch version of files. to see what else it fixes also so i know what i do and don't have to do or redo if that makes sense.
Last Edit: September 22, 2013, 09:52:58 pm by krimzon
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is there a change log so i know if i gotta rescript the self revive fix if i use ugx patch version of files. to see what else it fixes also so i know what i do and don't have to do or redo if that makes sense.
Just look inside the patch archive at the files its adding.
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so there isn't a changelog....I don't want to compare every map file in notepad++

does it fix the solo revive to black ops style
does it fix 3 hit jug to four
does it fix double tap to 2.0
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does it fix the solo revive to black ops style
does it fix double tap to 2.0
Those are features not fixes.


does it fix 3 hit jug to four
It doesn't overwrite that file at the moment, which means yours will still have it.
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Those are features not fixes.

Fair enough.
I loathe being the newb
XD

after installing the patch and updating my files in my mod and rescripting in the quick revive feature from bams tutorial on zm
i end up with this error

unknown function on line 2662
it reads on line 2662
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self player_revive_death();

this worked before the patch

:edit:
skipped a step but while i'm at it his script still has the zombie's target you when you get downed and are self reviving
can some one guide me on making them scatter
Last Edit: September 22, 2013, 11:52:17 pm by krimzon
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Fair enough.
I loathe being the newb
XD

after installing the patch and updating my files in my mod and rescripting in the quick revive feature from bams tutorial on zm
i end up with this error

unknown function on line 2662
it reads on line 2662
Code Snippet
Plaintext
self player_revive_death();

this worked before the patch

:edit:
skipped a step but while i'm at it his script still has the zombie's target you when you get downed and are self reviving
can some one guide me on making them scatter
Well if you want them to scatter probably the best way if they don't on their own would be to create a zombie interest point somewhere in the map. You can see the method for that in the cymbal monkey script.  only issue with spawning it at a specific point in a map is that its map specific and won't work for all maps. For this the way I would do it is to get all the nodes within the map(which includes path nodes) and check if they are inside the playable area, then set the interest point to a random one with the "randomInt" function. The function to get all the nodes is "GetNodes();"
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no idea how to script, i mean i understand the concept of your function here
the script would pick a random path node and tell the zombie's to go to the selected path node
i just don't know how to script it in, how to build the script to make it do that.

i'm using only the quick revive script from bam's tutorial found here
Code Snippet
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http://www.zombiemodding.com/index.php?topic=10345.0

also AwesomePieMan on this post added in the function for 3 buy limit but only posted a version that the machine disappears after 3rd down not third buy
i'd like to add it in as third buy

his original post of this script here..about 13 comments from top
Code Snippet
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http://www.zombiemodding.com/index.php?topic=10345.90

AwesomePieMan's script follows as such

I created a script that makes your self reviving quick revive float up and disappear after 3 uses.  I thought id share it.
Add this to yourmapname.gsc in your main() function


level.revives_int = 0;


Add this after bamskater33's player_revive_death() function in _zombiemode.gsc at the bottom.

check_revives()
{
if(level.revives_int == 3)
{
revive_model = getent("vending_revive","targetname");
revive_trigger = getent("specialty_quickrevive","script_noteworthy");
revive_sound = getent("delete_sound","script_noteworthy");
revive_rattle = getent("delete_rattle","script_noteworthy");
revive_trigger delete();
revive_sound delete();
revive_rattle delete();
players = get_players();
      for( i = 0; i < players.size; i++ )
         players playsound("laugh_child");
revive_model movez(128,5);
wait(5);
revive_model delete();
}
}


In player_revive_death(), after the line

iprintlnbold ("reviving player");


Add

level.revives_int = level.revives_int + 1;
   thread check_revives();


In Radiant give the trigger_multiple that plays the rattle sound a Key of


script_noteworthy


And a value of


delete_rattle


Do the same for the script_struct that plays the quick revive sound except replace delete_rattle with



delete_sound

since i'm a newb what would the script be for making them scatter via random path node as that would seem universal and not per map

and how would i modify AwesomePieMan's script to give a 3 buy limit on self revive instead of 3 downs

My prior mapping experience was with NZP which was a heavily modified quake engine made to emulate nazi zombies
only really had to deal with mapping and kvps, adding entities and such, and features such as self revive were hard coded.

also mind you this is my first map i plan to have it more visual detail oriented than feature and function oriented since i don't know how to script yet but one thing i would like is updated core perks hence my troubling you like a newb but look at it like this.. at least i'm specific and reasonable. where most newbs are like how do i put this on my xbox i wanna play with my controller

plus i look up to you script guys.
Last Edit: September 23, 2013, 06:13:53 am by krimzon

 
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