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Topics - Big-Beautiful

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
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
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
8 years ago
I'm trying to script a shootable perk bottle to give you a perk with reckfullies shootable trigger script, but modified.
Code Snippet
Plaintext
#using scripts\zm\_zm_perks;
#insert scripts\zm\_zm_perks.gsh;

function init()
{
    level.shoot_quick_revive = 0;

    level thread shootable_perk_1();
}

function shootable_perk_1(player)
{
    trig_1 = GetEnt("shoot_perk_trig", "targetname");

    trig_1 SetHintString("");
    trig_1 SetCursorHint("HINT_NOICON");

    while(1)
    {
    while(1)
    {
        trig_1 waittill("trigger", player);

        IPrintLn("you have perk now ya boy");
player zm_perks::give_perk( PERK_QUICK_REVIVE, false );

        break;
    }
    }

 }

It gives me the perk, but I would like to have an if/else statement so it would display a different message if you already have the perk. I don't know what to put on the "if" part, can someone help me? thanks
8 years ago
Hello ug of x, how would I make a function that would show a message in game when you start the map? Thx for any help
8 years ago
hello, does anyone know how to have an fx play by trigger? I have this little beam effect on my map and I want it to appear only when its been triggered or the power get turned on.  :-\
8 years ago
Hello, Gaming Experience of the Ultimate variety. I am experiencing a conundrum that is not at all ultimate.
Zombies that spawn from windows are unable to exit said window. They walk in place and sometimes not even facing the window. Zombies that spawn from the ground and find flesh seem to work fine. These windows are from the default template but with a different texture and moved to a different spot.

8 years ago
Hello gaming experience of the ultimate tier, I am very happy now be a part of this community. Well, I had this account for quite a while, but I wasn't on much. I only tried to make a map on waw but it ended with nastiness. Now, with black ops 3 mod tools out, I plan to a very active memeber of the ug of x!



I promise to make u proud!
8 years ago
"something calls deep from below..."

You stumble upon a sinister mansion. That's all I have for now.
I plan to add more rooms, a basement, and a front yard area. I only have the lobby so far.
I'm fairly new to cod mod tools and this is my first map so please be gentle,
Any feedback is greatly appreciated!


8 years ago
Hello friends. Would it be possible to trigger an effect whenever a zombie were to spawn? I want the effect found in misc\fx_zombie_perk_lottery_start to appear when a zombie comes out of a spawner. I'd greatly appreciate the help  :)

8 years ago
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