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Messages - artsergo

 Anybody know a Worldspawn setting for Skybox model is skybox_rhi1.
 

 and more, where is fund setting for sxkybox, really for all skybox model.
 usualy, a skybox setting can find parts only from all model.  :(

7 years ago
  hi!  :)
  ok, i try it and talk you.

  one moment. yes i used modelscale setting, but how it don't using if i need a different height for trees )
  because if insert a trees is default then this is trees looked as a clones, unreal :)

  if you know other method for show different trees with one type
  (for example - as birchs or oaks, and only stood in different ways, have different sizes ..
  monotonous trees - it does not good look , I say as a designer )).  :)

 

Double Post Merge: February 13, 2017, 03:14:20 pm
you know the settings for the sky model for "Skybox_rhi1"
I just could not find these settings.

i try to using not custom texture because i think the standard textures is very good! )
7 years ago
    Hi!

   Anyone know how to fix the problem.
  On a dark evening map all dark, but a trees not dark.
  they have local light?
  how to equalize the level of lighting, and trees too?

 


i wrote wirldspawn setting here as:

waterdirection -  80
sunlight -  0.7
suncolor -  here > Pale pink color
sundirection       -162 -112 0
diffusefraction - 0.2
sundiffusecolor - here > pale light blue
ambient - 0.2
_color - here > very soft, pale lilac-blue
contrastgain  - 0.05
bouncefraction - 0.3
sunisprimarylight - 1
reflection_color_correction - default
spawnflags - 7
skyboxmodel - skybox_rhi1
7 years ago
 
    Now, this is source scripts for randomized weapons for actors who loading with start map, and
    ramdomized script for spawners / respawners allies
    (all with help codmoddd1234) thanks!

   

    source scripts (I wrote full description for customing actors and add):
    http://www.mediafire.com/file/avvxml69ztafyp4/customs_randoms.rar
 
7 years ago
 
   May be error in colors of worldspawn setting ?
   for example, set a green color when its no need. look there.

   Once upon a time I have been a problem with compulsive color also, where should not be.
   And I fix this problem by looking and checking color in worldspawn setting.
7 years ago

   hi!

   i try make this example for light. (dynamic_light , flicker, srobe... )
   http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Scriptable_Lights

    but in my test map this no working.  :-\ Why?
    what able to blocking a lights dynamic ?

    i add file \mods\mymap\maps\ _lights.gsc

7 years ago

     is it possible making this idea, somebody know?  ::)

     thanks who know  ::)


7 years ago
   
   All good! Solved is found with help only!  :)

   Solved found! If using for FX - _global_FX.csc and _global_FX.gsc
   Copy - past this files in your mod-map folders (where is need placed )

   and for example, correcting how its need for personal map and write:

    in main() only with correcting for you need >

Code Snippet
Plaintext
  global_FX("<name_FX_in_Radiant>", "<name_FX>", "<folder to efx file\fx_name_FX>", randomStartDelay );

    and now this working!  thank!

 
7 years ago
 

  Thanks you BluntStuffy, very much!  :)
  I can make working example with help BluntStuffy. 
  Thanks and Respect you! I add respect option!

  this is script. Add in main gsc script:


Code Snippet
Plaintext

       main()
          {
           //// other parts codes /////
     
           // only after  maps\_load::main(); //
           maps\_load::main();

           thread hide_hud();
           custom_introscreen();     

           set_loadout();

          }

       custom_introscreen()
           {
              wait( 9 );

      thread show_hud();
           }

       hide_hud()
          {
               flag_wait( "all_players_connected" );

           setdvar( "hud_showStance", "0" );
       setdvar( "compass", "0" );
       setdvar( "ammoCounterHide", "1" );
       setdvar("miniscoreboardhide","1");

               players = get_players();
               for( i=0 ; i<players.size ; i++ )
                     {
                             players[i] freezecontrols_all( true );
                             players[i] disableweapons();
                     }
          }

       show_hud()
          {
       setdvar( "hud_showStance", "1" );
       setdvar( "compass", "1" );
       setdvar( "ammoCounterHide", "0" );
       setdvar("miniscoreboardhide","0");

               players = get_players();
               for( i=0 ; i<players.size ; i++ )
                         {
                                   players[i] freezecontrols_all( false );
                                   players[i] enableWeapons();
                         }
          }

    //// other parts codes /////

      set_loadout()
         {
      maps\_loadout::add_weapon( "colt");
      maps\_loadout::add_weapon( "thompson" );
      maps\_loadout::add_weapon( "m1carbine" );
      maps\_loadout::add_weapon( "fraggrenade" );
      maps\_loadout::set_secondary_offhand( "smoke" );
      maps\_loadout::set_laststand_pistol( "colt" );

              game["allies"] = "marines";
              game["axis"] = "japanese";
              game["attackers"] = "allies";
              game["defenders"] = "axis";
              game["allies_soldiertype"] = "pacific";
              game["axis_soldiertype"] = "pacific";

      maps\_loadout::set_player_viewmodel( "viewmodel_usa_marine_arms");
      maps\_loadout::set_player_interactive_hands( "viewmodel_usa_marine_player" );
      maps\_loadout::set_switch_weapon( "m1garand_bayonet" );
      level.campaign = "american";
      mptype\player_usa_marine::precache();

players = get_players();
for( i = 0; i < players.size; i++ )
       {
       player = players[i];
       players[i] TakeWeapon( "springfield" );
       }
          }

 
    //// other parts codes /////


   

7 years ago
 
   hi!
   easy question.  ::)
   anybody know, why fx_fog_... and ray_sun_... FX
   (with write positions in createFX folders: Clientscripts and Maps from mod-map folder) can't working?
   is it not depends from that if weather FX rain working?

7 years ago
Yes. I agree )
I just more interesting. as one, as the other. )
7 years ago
 
 Anybody know,  this right?    :)


Code Snippet
Plaintext
   
           init_weapon_upgrade()
              {
         weapon_spawns = [];
         weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

        for( i = 0; i < weapon_spawns.size; i++ )
              {
            hint_string = get_weapon_hint( weapon_spawns[i].weapon_upgrade );

            weapon_spawns[i] SetHintString( hint_string );
            weapon_spawns[i] setCursorHint( "HINT_NOICON" );
            weapon_spawns[i] UseTriggerRequireLookAt();

            weapon_spawns[i] thread weapon_spawn_think();
           model = getent( weapon_spawns[i].target, "targetname" );
           model hide();
               }
               }
     ::)

7 years ago
   :)
   my post #17 has two example code.
   which a script from two scripts to try your variant code?

   just i don't understand where is your code need insert:

Code Snippet
Plaintext
 ai animscripts\shared::placeWeaponOn( "m1garand", "right" ); 

  //or

  ai animscripts\shared::detachWeapon( ai.primaryweapon );

  :)

-----

p.s.
and that to interesting, these two codes don't work.
And do not show errors
7 years ago
 
  How can hide a dead actors?

Code Snippet
Plaintext
  // using MoveZ for  actors. or other simple method
  MoveZ   

  :)

Double Post Merge: February 02, 2017, 05:25:42 pm


  I found in this: Activision\Call of Duty - World at War\raw\maps\
  such file: _deadbody.gsc

  May be anybody know how working in this file?

  seems, that the file for dead action actor and
  when actors to dead then this script show dead actors as smoothly animation  delete actor.

  I think so... or not?  and how working with this file?
7 years ago

   this is part code for which example from two
    :)
7 years ago
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