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Contact Support - Help Center Get help on the UGX Discord. Join it now!editing/making fx its really hard(that might be why theres not a single tutorial on all google lol). your best options are to
1.get someone to send you the raygun fx (the one that mostly everyone who has the raygunmk2 uses, exept for the ones who use stock raygun fx)
2. learn to make it yourself
3. dont do anything
it is possible, but you have to make it yourself and it only works for image based fx
this shows how to convert model and tanims in maya as well as converting it in assest manager
Thank you, I will try the reflection fix, but what about the zombies? I've done everything right, and it doesn't seem to work...
When you compile the map you need to have connect paths, compile lights, and compile reflections checked.Press F to see the filters and just uncheck things you don't need at the moment such as clips and triggers.
I answered that in my response. It would need modifications to work with the mod.
No because his zombiemode_perks script and bo1 perk integrations would not work with the mod scripts at all. The filename conflicts could be avoided by not using your _patch.ff like I mentioned in the post you quoted but the scripts would not work without some modification.
These drop-in modifications being released will not necessarily work with UGX Mod maps because we are already taking advantage of all available ff filenames that the engine supports, and our scripts are different. These mods would overwrite our UGX files, breaking the mod. If the mapper wants to not use his _patch or _load files for his mapname, he can rename these drop-in modifications to use those ff names because UGX Mod does not need them. That being said, I still doubt that these scripts would work alongside UGX Mod v1.1 without any specific compatibility modifications.
Good job on all these mods, Jay. They are very cool
It's not in v1.0.3, and Saje never said that it was. It's in v1.1, and it was in this video.
This already exists and is persistent for the current mod in use. It isn't possible within the engine to keep persistent data across multiple mods.