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Messages - aster-99

hi, i wanna know where i can find all my map's files that contents the map made in radiant. i've always think it was int the mod.ARENA but i've noticed that it isn't right. so, what are them? really thanks  ;)
9 years ago
^ in addition to that. The Original function for this is in _zombiemode.gsc: maybe just as easy to change  that one

Code Snippet
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coop_player_spawn_placement()
{
structs = getstructarray( "initial_spawn_points", "targetname" );

flag_wait( "all_players_connected" );

//chrisp - adding support for overriding the default spawning method

players = get_players();

for( i = 0; i < players.size; i++ )
{
players[i] setorigin( structs[i].origin );
players[i] setplayerangles( structs[i].angles );
players[i].spectator_respawn = structs[i];
}
}
so in players.spectator_respawn = structs; what should i put?
Code Snippet
Plaintext
coop_player_spawn_placement()
{
flag_wait( "all_players_connected" );

//chrisp - adding support for overriding the default spawning method

players = get_players();

for( i = 0; i < players.size; i++ )
{
switch(i)
{
case 0:
players[i] setorigin( -222.5,-210,11160 );
players[i] setplayerangles( 0,45,0 );
players[i].spectator_respawn = structs[i];
break;
case 1:
players[i] setorigin( -244,188,11160 );
players[i] setplayerangles( 0,315,0 );
players[i].spectator_respawn = structs[i];
break;
case 2:
players[i] setorigin( 140.3,203,11160 );
players[i] setplayerangles( 0,225,0 );
players[i].spectator_respawn = structs[i];
break;
case 3:
players[i] setorigin( 148.8,-216,11160 );
players[i] setplayerangles( 0,135,0 );
players[i].spectator_respawn = structs[i];
break;
}
}
}

Double Post Merge: October 31, 2014, 02:40:02 pm
ok, no more necessary
9 years ago
i can't have access to radiant and i wont (pc problem)... i need only to add spawns to finish my map and i was thinking if it was possible via scripts
9 years ago
hi guys, i want to know if it's possible to set all players spawns without put a script struct in the map, like using radiant cordinates. really thanks
9 years ago
hi, i'm really sad. some time ago i made a map with ugx 1.0.3. some time ago i used the ugx script placer 2 to create a custom map with the 1.4 four that i've deleted some time after. 3 days ago i restarted to work to the first project and all was working fine. today i built for the first time from a lot the ugx_mod ff. now i can't play to my map, why?????
moreover it tells:
server script error: unknown function
if(!modderHelp(self.doors.script_angles,"No script_angles set on door(s). The door will not rotate until this is fixed!"))
 

Double Post Merge: October 31, 2014, 04:20:54 pm
ok, i've used an old mod.ff and now it works
9 years ago
hi, i've a really bad problem. in coop mode, all players except the host, spawns under the map and fall off. i don't know why this is happening.... i used script_origin for them with this kvp
Code Snippet
Plaintext
targename    origin_teleport_player_1
classname   script_origin
origin   304 160 5408
anyone has an idea???????
9 years ago
yep  :D. i don't know why, but i always call him bam  ::)
10 years ago
hi, i have a problem: when i go down and i'm being revived, i lose the weapon equiped in the second slot. i've not clue from where begin to try to fix this problem.... can someone help me  :(?
mod added (if you need to know wich are):
  • bo 1 perks (i use only phd and stamin-up)
  • bam's melee weapons
  • electric cherry
10 years ago
ehm  :-[, i've understand that my headset bugs with the map (i've no clue why)... sorry for the waste of time  :poker:
10 years ago
nope. i haven't add nothing before having troubles with sounds. i've put 2 guns but a very lot of time ago


Double Post Merge: September 29, 2014, 04:03:27 pm
ok, now i can compile sound without the compiler stops the process. anyway,  i'm still can't hear some sounds
10 years ago
ok, but why my sound are so wierd???
10 years ago
hi guys, i make a horrible trouble. when i was building my mod i've checked the "build sound" mark. the compiler stop working and gave me an error
Code Snippet
Plaintext
---------------------------
//this is all what it write
Errors
Copying  C:\Users\user\AppData\Local\Activision\Call of Duty - World at War\mods\nazi_zombie_terminus\mod.csv
     to  C:\Users\user\AppData\Local\Activision\Call of Duty - World at War\zone_source\mod.csv
Copying  C:\Users\user\AppData\Local\Activision\Call of Duty - World at War\mods\HumorModTWO\mod.arena
     to  C:\Users\user\AppData\Local\Activision\CodWaW\mods\HumorModTWO\mod.arena
ERROR: Accesso al percorso 'C:\Users\user\AppData\Local\Activision\CodWaW\mods\HumorModTWO\mod.arena' negato.
Copying  C:\Users\user\AppData\Local\Activision\Call of Duty - World at War\mods\mp_HumorModTWO\mod.arena
     to  C:\Users\user\AppData\Local\Activision\CodWaW\mods\mp_HumorModTWO\mod.arena
ERROR: Accesso al percorso 'C:\Users\user\AppData\Local\Activision\CodWaW\mods\mp_HumorModTWO\mod.arena' negato.
Copying  C:\Users\user\AppData\Local\Activision\Call of Duty - World at War\mods\usermaps\images.iwd
     to  C:\Users\user\AppData\Local\Activision\CodWaW\mods\usermaps\images.iwd
ERROR: Accesso al percorso 'C:\Users\user\AppData\Local\Activision\CodWaW\mods\usermaps\images.iwd' negato.
---------------------------


---------------------------
FILES: 18321
UPDATED: 4
ERRORS: 20612
----------------------------
at the bottom of the compiler it's written
Code Snippet
Plaintext
MODSound -pc -ignore_orphans 
when i recompiled the mod and launched successfully all game sound, except for player's gun sound, are really weak. obviously i've checked my sound setting and all it's fine. really thanks for read this and spent a bit of time  ;)
10 years ago
for all them who haven't the fx, put in your dlc_code.gsc
Code Snippet
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level._effect["tesla_bolt"]				= loadfx( "maps/zombie/fx_zombie_tesla_bolt_secondary" );
level._effect["tesla_shock"] = loadfx( "maps/zombie/fx_zombie_tesla_shock" );
level._effect["tesla_shock_secondary"] = loadfx( "maps/zombie/fx_zombie_tesla_shock_secondary" );
after that lines:
Code Snippet
Plaintext
// Create FX

if( isDefined( level.DLC3.myFX ) )
{
[[level.DLC3.myFX]]();
}
10 years ago
ok, i've fixed that and i post my solution for anyone else is having troubles with that
Code Snippet
Plaintext
perk_think( perk )
{

self waittill_any( "fake_death", "gungame_death", "death", "player_downed" );

self UnsetPerk( "specialty_boost" );
self.inventorySize = 2;
self.maxhealth = 100;
self maps\_zombiemode_perks::perk_hud_destroy( perk );
//self iprintln( "Perk Lost: " + perk );

}

perk_hud_destroy( perk )
{
self.perk_hud[ perk ] destroy_hud();
self.perk_hud[ perk ] = undefined;
}
10 years ago
hi guys, i've a very little problem with the electric cherry perk by jei9363. when i get down and also revived i still have it (it isn't too bad after all :lol:)! that's the "going down" script
Code Snippet
Plaintext
perk_think()
{

self waittill_any( "fake_death", "death", "player_downed" );

self UnsetPerk("specialty_boost");
self.maxhealth = 100;
self maps\_zombiemode_perks::perk_hud_destroy("specialty_boost");

}
and that's the rest of the file
Code Snippet
Plaintext
#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_zombiemode_net;

cherry_init()
{

PrecacheItem( "zombie_perk_bottle_cherry" );
PrecacheShader( "cherry_vending_zombies" );

cherry_trigger = GetEnt( "zombie_vending_cherry", "targetname" );

cherry_trigger thread cherry_trigger_think();

level thread maps\_zombiemode_perks::machine_watcher_factory("cherry_on");

PrecacheModel("bo2_p6_zm_vending_electric_cherry_off");
PrecacheModel("bo2_p6_zm_vending_electric_cherry_on");


thread wait_a_little();
thread turn_cherry_on();

}


wait_a_little()
{

flag_wait( "all_players_connected" );

level._effect["electric_cherry"] = LoadFx("electric_cherry");

players = get_players();
for(i=0;i<players.size;i++)
{
players[i] thread cherry_think();
}

}

cherry_think()
{

flag_wait( "all_players_connected");


while(1)
{

self.current_cherry_weapon = self GetCurrentWeapon();

self waittill("reload_start");

if(self hasPerk("specialty_boost"))
{
if (self.current_cherry_weapon=="tom_katana"||self.current_cherry_weapon=="tom_shovel")
{
wait 1;
}
else
{
self.tag_origin_cherry = spawn("script_model",self.origin + (0,0,48));
self.tag_origin_cherry setmodel("tag_origin");
self.tag_origin_cherry linkTo(self);


//self.tag_origin delete();


self.currentweapon = self GetCurrentWeapon();
self.clipSize = WeaponClipSize(self.currentweapon);
self.clipRemaining = self GetCurrentWeaponClipAmmo();

zombies = getaiarray( "axis", "all" );

self.cherry_ratio = 1 - (self.clipRemaining/self.clipSize);

self.cherry_radius = (200 * self.cherry_ratio) + 64;

for(k=0;k<zombies.size;k++)
{
if(Distance2D( self.origin, zombies[k].origin ) < self.cherry_radius)
{

if(zombies[k].health < 1500)
{
zombies[k] DoDamage( zombies[k].health + 666 , zombies[k].origin);
zombies[k].deathanim = random( level._zombie_tesla_death[zombies[k].animname] );
zombies[k] maps\_zombiemode_tesla::tesla_play_death_fx(1);
}
else
{
zombies[k] DoDamage( 1500 , zombies[k].origin);
zombies[k] enable_pain();
zombies[k] cherry_play_death_fx();
}

}
wait .01;
}

network_safe_play_fx_on_tag( "tesla_death_fx", 2, level._effect["tesla_shock"],self.tag_origin_cherry,"tag_origin");

self playsound( "imp_tesla" );

for(k=0;k<zombies.size;k++)
{
zombies[k] disable_pain();
}

wait .01;
}
}
wait 1;

self.tag_origin_cherry delete();

}
}

turn_cherry_on()
{
machine = getent("vending_cherry", "targetname");

machine setmodel("bo2_p6_zm_vending_electric_cherry_off");

level waittill("juggernog_on");


machine setmodel("bo2_p6_zm_vending_electric_cherry_on");
machine vibrate((0,-100,0), 0.3, 0.4, 3);
machine playsound("perks_power_on");
machine thread maps\_zombiemode_perks::perk_fx("doubletap_light");


level notify( "specialty_boost_power_on" );
}


cherry_trigger_think()
{

perk = "specialty_boost";

self SetHintString( &"ZOMBIE_FLAMES_UNAVAILABLE" );
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();

notify_name = perk + "_power_on";

level waittill("juggernog_on");

perk_hum = spawn("script_origin", self.origin);
perk_hum playloopsound("perks_machine_loop");

self thread check_player_has_perk(perk);

self SetHintString("Press & hold &&1 to buy Electric Cherry [Cost: 2000]");

for( ;; )
{
self waittill( "trigger", player );
index = maps\_zombiemode_weapons::get_player_index(player);

cost = 2000;

if (player maps\_laststand::player_is_in_laststand() )
{
continue;
}

if(player in_revive_trigger())
{
continue;
}

if( player isThrowingGrenade() )
{
wait( 0.1 );
continue;
}

if( player isSwitchingWeapons() )
{
wait(0.1);
continue;
}

if ( player HasPerk( perk ) )
{
self playsound("deny");
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}

if ( player.score < cost )
{
self playsound("deny");
player thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}

sound = "bottle_dispense3d";
player achievement_notify( "perk_used" );
playsoundatposition(sound, self.origin);
player maps\_zombiemode_score::minus_to_player_score( cost );


sound = "mx_cherry_sting";

self thread maps\_zombiemode_perks::play_vendor_stings(sound);

gun = player perk_give_bottle_begin();
player.is_drinking = 1;
player waittill_any( "fake_death", "death", "player_downed", "weapon_change_complete" );

// restore player controls and movement
player perk_give_bottle_end( gun, "specialty_boost" );
player.is_drinking = undefined;
// TODO: race condition?
if ( player maps\_laststand::player_is_in_laststand() )
{
continue;
}

player SetPerk("specialty_boost");

player thread maps\_zombiemode_perks::perk_vo(perk);
player setblur( 4, 0.1 );
wait(0.1);
player setblur(0, 0.1);


player perk_hud_create( perk );

//stat tracking
player.stats["perks"]++;

//player iprintln( "Bought Perk: " + perk );
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type perk",
player.playername, player.score, level.round_number, cost, perk, self.origin );

player thread perk_think( perk );

}
}

check_player_has_perk(perk)
{
dist = 128 * 128;
while(true)
{
players = get_players();
for( i = 0; i < players.size; i++ )
{
if(DistanceSquared( players[i].origin, self.origin ) < dist)
{
if(!players[i] hasperk(perk) && !(players[i] in_revive_trigger()))
{
if (IsDefined(level.script) && level.script == "nazi_zombie_theater")
self setinvisibletoplayer(players[i], false);
else
self setvisibletoplayer(players[i]);
}
else
{
self SetInvisibleToPlayer(players[i]);
}
}


}

wait(0.1);

}

}

perk_hud_create( perk )
{
if ( !IsDefined( self.perk_hud ) )
{
self.perk_hud = [];
}

shader = "cherry_vending_zombies";


hud = create_simple_hud( self );
hud.foreground = true;
hud.sort = 1;
hud.hidewheninmenu = false;
hud.alignX = "left";
hud.alignY = "bottom";
hud.horzAlign = "left";
hud.vertAlign = "bottom";
hud.x = self.perk_hud.size * 30;
hud.y = hud.y - 100;
hud.alpha = 1;
hud SetShader( shader, 24, 24 );

self.perk_hud[ perk ] = hud;
}

perk_think()
{

self waittill_any( "fake_death", "death", "player_downed" );

self UnsetPerk("specialty_boost");
self.maxhealth = 100;
self maps\_zombiemode_perks::perk_hud_destroy("specialty_boost");

}

perk_give_bottle_begin()
{
self DisableOffhandWeapons();
self DisableWeaponCycling();

self AllowLean( false );
self AllowAds( false );
self AllowSprint( false );
self AllowProne( false );
self AllowMelee( false );

wait( 0.05 );

if ( self GetStance() == "prone" )
{
self SetStance( "crouch" );
}

gun = self GetCurrentWeapon();
weapon = "";

self GiveWeapon("zombie_perk_bottle_cherry");
self SwitchToWeapon("zombie_perk_bottle_cherry");

return gun;
}

perk_give_bottle_end( gun, perk )
{
assert( gun != "zombie_perk_bottle_cherry" );
assert( gun != "syrette" );

self EnableOffhandWeapons();
self EnableWeaponCycling();

self AllowLean( true );
self AllowAds( true );
self AllowSprint( true );
self AllowProne( true );
self AllowMelee( true );
weapon = "";

weapon = "zombie_perk_bottle_cherry";


// TODO: race condition?
if ( self maps\_laststand::player_is_in_laststand() )
{
self TakeWeapon(weapon);
return;
}

if ( gun != "none" && gun != "mine_bouncing_betty" )
{
self SwitchToWeapon( gun );
}
else
{
// try to switch to first primary weapon
primaryWeapons = self GetWeaponsListPrimaries();
if( IsDefined( primaryWeapons ) && primaryWeapons.size > 0 )
{
self SwitchToWeapon( primaryWeapons[0] );
}
}

self TakeWeapon(weapon);
}

cherry_play_death_fx()
{
tag = "J_SpineUpper";
fx = "tesla_shock";

network_safe_play_fx_on_tag( "tesla_death_fx", 2, level._effect["tesla_shock"], self, tag );
self playsound( "imp_tesla" );

if ( !self enemy_is_dog() )
{
if( RandomInt( 100 ) < level.zombie_vars["tesla_head_gib_chance"] )
{
wait( RandomFloat( 0.53, 1.0 ) );
}
else
{
network_safe_play_fx_on_tag( "tesla_death_fx", 2, level._effect["tesla_shock_eyes"], self, "J_Eyeball_LE" );
}
}
}


can someone help me????
10 years ago
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