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Messages - Big-Beautiful

i click on the tag_origin of the joints, which highlights them all.
7 years ago
hello friends, I'm trying to rig joints onto a custom character model to use as zombies. I took joints from a zombie asset, and replaced the zombie model with my model in maya. Then, i positioned the joints correctly onto the model before binding them together. When I try to export this using the cod plugin, it gives me an error and a couple of these in the script editor:

WARNING: Unexported joint 'tag_stowed_back' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[32]' by 99.985361%
WARNING: Unexported joint 'tag_weapon_chest' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[32]' by 0.003844%
WARNING: Unexported joint 'j_spine4'      is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[33]' by 0.406341%
WARNING: Unexported joint 'j_shoulder_le' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[33]' by 0.265791%
WARNING: Unexported joint 'j_shouldertwist_le' is influencing vertex 'mei_edit:Mesh_0715Shape.vtx[33]' by 0.262726%

there's a lot more.
7 years ago
hello u g x, I put some trash models in my map for some detail but when i try to compile my map i get this error sign


I've searched this up and noticed many other people with assertion failures but they have yet to be answered.
Does anyone know the fix for this?
7 years ago
heyo. I'm trying to have a light follow you around but my script isn't working. I've placed a light in radiant with the targetname "light_a" and I've called this function in the main one.

Code Snippet
Plaintext
function light(player)
{
light = GetEnt("targetname","light_a");
light EnableLinkTo(player);
light LinkTo(player);

}
7 years ago
"Something calls from below, but not as deep..."

My old map, Der Wurstgericht, was lost after I tried to reformat my ssd, so I'm starting over from scratch.
There's not much in it yet, but this map will be much more spicy from all the tips/tricks I've learned from many people.
Any feedback/criticism is greatly appreciated.

To do list for spice
Spoiler: click to open...
  • first room detail
  • add some blending
  • fix lighting, make gloomy
  • add chalk weapons
  • upload demo video

Screenshots:
1/31/2017
Spoiler: click to open...

2/1/2017 - messed with the lighting a bit
Spoiler: click to open...
7 years ago
I have this bridge that I have move in using a script. In-game, zombies cannot go on the bridge and some don't even target the player when they spawn. Does anyone know what's causing this problem with their path?
7 years ago
hmm, there has been an interesting development. Instead of using a script_struct, I used a script_model as the target. For some reason, it worked and I was teleported. I'll just use models instead of the structs now.

The teleporting script now works, but I have a question about activating the zone that contains the teleporter's target. I added the script_flag kvp to the trigger like you would on doors, but didn't work and i died. How can I go about this in script?
7 years ago
i used thread jug_tele(player);, but it still does not work. I thought that maybe changing up the function a bit would work:

Code Snippet
Plaintext
function juggers(player)
{
jugport = GetEnt("jug_tele","targetname");
barport = GetEnt("bar_tele","targetname");

player SetOrigin(jugport.origin);
IPrintLn("bonka");
wait(30);
player SetOrigin(barport.origin);
level.jug_tele--;

}

still, nothing. :(

Just in case, here is what i put in radiant. The trigger_damage is targeting that struct with its targetname as jug_tele. The other targeted struct has the targetname bar_tele.


7 years ago
Thank you for replying. player doesn't seem to work either. The function is called by this here:

Code Snippet
Plaintext
function shootable_perk_jug(player)
{
    trig_jug = GetEnt("perktrig_jug", "targetname");
    model_jug = GetEnt("perkmod_jug", "targetname");

    trig_jug SetHintString("");
    trig_jug SetCursorHint("HINT_NOICON");
    level.shoot_juggernog=0;


    while(1)
    {
        trig_jug waittill("trigger", player);

        if (player laststand::player_is_in_laststand())
{
break;
}
else
{
if(level.shoot_juggernog == 0)
{
IPrintLn("It's not unlocked yet ya snort snort");
}
else
{
playfx(level._effect["powerup_grabbed"] ,GetEnt("perkmod_jug","targetname").origin);
level.jug_tele++;
        thread jug_tele();
player playsound("Chinese_1");

break;
}

}
    }
}

I'm pretty sure that since bonka is shown, the function is being called correctly. I feel its the SetOrigins themselves or the entities I have in radiant. I gave a script struct the jug_tele targetname and another script struct bar_tele.
7 years ago
Hello, ive created this script that gets triggered when you shoot a trigger_damage:

Code Snippet
Plaintext
function jug_tele(player)
{
self SetOrigin(GetEnt("jug_tele","targetname").origin);
IPrintLn("bonka");
wait(30);
self SetOrigin(GetEnt("bar_tele","targetname").origin);
level.jug_tele--;
}

I am able to see the bonka, but I am not teleported? Does anyone know if im using the setorigin correctly?
7 years ago
On my map, I'm using the ugx timed gameplay script and i've found the variable for its minutes. I wanted to make a script that would start another function when the 1 minute mark is reached. When I test the map, nothing happens on the 1 minute mark. Can someone help me troubleshoot my problem? this is my code so far:
Code Snippet
Plaintext
#using scripts\zm\ugxmods_timedgp;
#using scripts\custom\shootable_perk;

function chungainit()
{
//These are the starting varibles for the perk times
    level.shoot_quick_revive = 0;
    level.shoot_juggernog = 0;
    level.shoot_sleight_of_hand = 0;
    level.shoot_doubletap2 = 0;
    level.shoot_dead_shot = 0;
    level.shoot_electric_cherry = 0;
    level.shoot_widows_wine = 0;
    level.shoot_additional_primary_weapon = 0;

     thread chungapoints();
    // thread chunga();
}

function chungapoints()
{
level waittill(level.tgTimerTime.minutes == 1);
level.shoot_dead_shot++;
IPrintLnBold("DEAD SHOT HAS BEEN UNLOCKED");
thread shootable_perk::shootable_perk_dead();
}

I've also put thread shoot_time::chungainit(); in my map's gsc but the script still doesn't work.
7 years ago
Code Snippet
Plaintext
#using scripts\shared\laststand_shared;

#using scripts\zm\_zm_perks;
#insert scripts\zm\_zm_perks.gsh;

function init()
{
//These are the starting varibles for the perk locations
    level.shoot_quick_revive = 1;
    level.shoot_juggernog = 1;
    level.shoot_sleight_of_hand = 1;
    level.shoot_doubletap2 = 1;
    level.shoot_staminup = 1;
    level.shoot_dead_shot = 1;
    level.shoot_electric_cherry = 1;
    level.shoot_widows_wine = 1;
    level.shoot_additional_primary_weapon = 1;

    level thread shootable_perk_quick();
/*
    level thread shootable_perk_jug();
   
    level thread shootable_perk_sleight();

    level thread shootable_perk_double();

    level thread shootable_perk_staminup();

    level thread shootable_perk_dead();

    level thread shootable_perk_electric();

    level thread shootable_perk_add();

    level thread shootable_perk_widows();
*/

}

//*****************************************************************************
// QUICK REVIVE
//*****************************************************************************

function shootable_perk_quick(player)
{
    trig_quick = GetEnt("perktrig_quick", "targetname");
    model_quick = GetEnt("perkmod_quick", "targetname");

    trig_quick SetHintString("");
    trig_quick SetCursorHint("HINT_NOICON");

    while(1)
    {
    while(1)
    {
        trig_quick waittill("trigger", player);
        thread test();

        if (player HasPerk(PERK_QUICK_REVIVE))
{
IPrintLn("no no no you can not have the perko");

player playsound("Chinese_1");
wait(0.1);

}

else
{
        IPrintLn("your pals go up fast now");
player zm_perks::give_perk( PERK_QUICK_REVIVE, false );
player playsound("Chinese_1");
thread perk_quick_phase();
//thread perk_quick_location();
break;
}
    }
    }
}
//Tells which of the three locations the perk is in
function perk_quick_phase()
{

if (level.shoot_quick_revive >= 3)
{
level.shoot_quick_revive-= 2;
IPrintLn("i am now " + level.shoot_quick_revive );
}
else
{
level.shoot_quick_revive++;
IPrintLn("i am now " + level.shoot_quick_revive );
}
}
function test()
{
if (self laststand::player_is_in_laststand())
{
IPrintLnBold("testing you are down");
}
else
{
IPrintLnBold("testing you are not down");
}
}
7 years ago
I've added the using script and the if statement, but it isn't working

Code Snippet
Plaintext
function test()
{
if (self laststand::player_is_in_laststand())
{
IPrintLnBold("testing you are down");
}
else
{
IPrintLnBold("testing you are not down");
}
}

It prints the message, "testing you are up" when im down or up and it ignores the "else" statement. I don't see the problem. I appreciate all the help you've been giving me btw, you the real mvp  :)
7 years ago
So I'm trying a bunch of ways for a script to detect if the player is down. One of the ways is this function that runs whenever I shoot a trigger.

Code Snippet
Plaintext
function test()
{
if (self NeedsRevive(false))
{
IPrintLnBold("chunga");
}
if (self NeedsRevive(true))
{
IPrintLnBold("not chunga");
}
}

The problem is that whenever I shoot it, down or not, both messages appear at the same time and I don't know what this means
7 years ago
IsAlive doesnt seem to work, I am still able to receive the perk when down. I happened to find another function IsInSecondChance so i tried it:
 
Code Snippet
Plaintext
if (player HasPerk(PERK_QUICK_REVIVE) || player IsInSecondChance())

It didn't work either.
7 years ago
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