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No it starts to load then it'll either crash the game or it'll just freeze the screen.
Nice man, I will have to update my weapons to have vox!
"vox_crappy" //used for pistols or low grade weapons a player probably wouldn't want
"vox_shotgun" //used for shotguns
"vox_ppsh" //used for high-damage weapons
"vox_357" //used for high-damage pistols
"vox_mp40" //used for submachine guns
"vox_mg" //used for LMGs
"vox_panzer" //used for launchers/explosive weapons
Okay, I just updated to the newest version oh Nate's BO2 weapons and am still getting the clip error. Any ideas guys??
Water clip isn't actually a water material - its a clip meaning its a physical entity that the player interacts with (similar to the normal clip texture that is invisible and the player collides with). You need to create a brush with an actual water texture, they are the blue grid looking textures - they don't look like water in radiant but when you compile they will.
Clip textures are invisible ingame but have different properties (goes ontop of actual texture) depends on intended use. Like for some examples blocking bullets, or players, or zombies, or sound like metal, splash like water & many more. Hope you discover more & happy mapping
that harry breaking maps again eh
the perks only use like 30 fx man, cut some guns or properly remove the excess in the csvs rather than using ignore files. To get these in a stock map - like you see in the video - i only removed the useless fx from mapname.csv and cut the flame thrower
and, now im certain ive said this over a thousand times now - T4M DOES work on the disc version you just need to use the lanfix exe to start the game instead of the default one
Have you edited any .csv's to make assetroom? Check if the _on models are loaded in a .csv and are precached in the _perks.gsc. Do the same for the perk bottles + their weapon files