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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
u dnt wnt 2 no



Aye mate you don't know me so y don't you shut tf up ok buddy

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() Box Mappers Elite | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Any resources you know of that could get me started? I could just leave it as is but I really don't want to have a door that opens instantly in that area.
Honestly, I thought you were joking but it was rather straight forward. No issue seems to crop up as long as I keep only that door as being solid while moving. My problem was that I thought that editing the _zombiemode_blocker_new in raw\maps would do it but when I compiled it I was getting it with notsolid instead of solid so I must have been editing the wrong thing.
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Honestly, I thought you were joking but it was rather straight forward. No issue seems to crop up as long as I keep only that door as being solid while moving. My problem was that I thought that editing the _zombiemode_blocker_new in raw\maps would do it but when I compiled it I was getting it with notsolid instead of solid so I must have been editing the wrong thing.
![]() | Has released one or more maps to the UGX-Mods community. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
Here is my completely mediocre script for reference to help out.
init()
{
teddies = GetEntArray( "teddies","targetname" );//trigger targetname for all triggers
level.teddy_num = teddies.size;
array_thread( teddies,::TriggerUs );
}
TriggerUs(){
self UseTriggerRequireLookAt();
self SetCursorHint( "HINT_NOICON" );
self waittill("trigger", player);
playFx(level._effect["flare"], self.origin);
player playlocalsound( "meteor_affirm" );
level.teddy_num--;
if(level.teddy_num<=0){
if(!IsDefined( self.target )){
iPrintLn("trigger with targetname kvp: " + self.targetname + " has no target");
return;
}
if(IsDefined( self.script_flag )) flag_set( self.script_flag );
targets = GetEntArray( self.target,"targetname" );
if(targets.size>0) play_sound_at_pos("door_slide_open", targets[0].origin);
for( i=0;i<targets.size;i++ ){
targets[i] thread MoveMe();
}
}
}
MoveMe(){
time = 1;
if(IsDefined( self.script_transition_time)) time = self.script_transition_time;//for speed of this piece to move
if(IsDefined( self.script_noteworthy ) && self.script_noteworthy == "clip"){
wait(time-.1);//wait the time and delete the clip once opened
self NotSolid( );
self connectpaths();
self delete();
}else{
self NotSolid( );
self connectpaths();
self MoveZ (-200, time);
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() UGX V.I.P. | |
![]() | Has released one or more maps to the UGX-Mods community. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
I would have loved that. PM Trem to ask him if a new section can be added to the forum. I honestly cant believe that a thread for this hasnt been implemented.