Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!hi alaurenc9 and thanks for great tutorial
I followed everything that you said and this perk works fine but after revive , I dont have bo1 perks shader(bam_bo_mod_bo1_perks_standalone)but orginal perks and electric cherry show up
(Image removed from quote.)
please help
Well how would I go about merging the UGX file and the Kino teleporter one? I know scripting pretty well but COD WAW scripting has been a pain in the ass and I'm not so sure that I can quite do it all that well.
That is true, or you could just set wait for pap in the teleporter script to false. Then you don't need all that crap he put in _zombiemode_perks.gsc
Which means the only way possible would be to have alt weapons for each weapon where the knife was quicker, have each player switch to it when they have the perk, hide the alt weapon icon in menu, script gsc to check that the player doesn't have the alt weapon when they shouldn't, and then come up with an alternative pap method (play fx instead, or use alt models and check a player var for it), since all your weapon files will be used up, all after you edit the perk script for you custom perk machine. It would be a good deal of work, if it was even not buggy enough to be use-sable.
be careful with getAiArray
it may return "undefined"
if you use weapon_spawns.target and play fx on model
most prefabs have half of the gun is in the wall and the origin of the weapon model is in wall?
also some weapon origins are not centered on the model so fx will play few units away from the center of the prefab?
Just wondering
Or even play fx at the origin of the trig, unless the angle matters.