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Messages - BluntStuffy

how do you spawn it into your map?
did you set a hitbox-model in asset-manager when converting?
6 years ago
When you just call a function, the execution is not going to continue till that function ends. Only when that function is completed, the Original execution-chain will continue.

When you thread a function the execution will continue as well and all code below it will immediately be executed.


So for example, if you call the function AddStuffToVariable() it will print "I have increased":
Code Snippet
Plaintext
SomeFunction()
{
level.SomeVariable = 1;

Add_Stuff_To_Variable();

if( level.SomeVariable == 2 )
{
Iprintln( "I have increased" );
}
else
{
Iprintln( "I'm still 1" );
}
}
Add_Stuff_To_Variable()
{
wait 1;
level.SomeVariable++;
}




But if you thread it it will print "I'm still 1" because it immediately executes that code, and the variable will only be increased a second later..:
Code Snippet
Plaintext
SomeFunction()
{
level.SomeVariable = 1;

thread Add_Stuff_To_Variable();

if( level.SomeVariable == 2 )
{
Iprintln( "I have increased" );
}
else
{
Iprintln( "I'm still 1" );
}
}
Add_Stuff_To_Variable()
{
wait 1;
level.SomeVariable++;
}
6 years ago
Sorry Bluntstuffy. I didn’t read your full script.

np, i was just pointing it out to them so they know that might cause another issue wich would be confusing
6 years ago
Well My issue is I hae the radius in a separate area of the box for geographical reasons

Make the trigger target the clip ( select trigger, select clip -> press "W" ), so you know wich clip belongs to wich chest.
Then instead of the Original lines to delete the clip do this:

Code Snippet
Plaintext
clip = getent( self.target, "targetname" );
clip delete();




btw, if you do what Isaacscott935 says, you delete all the clips of all the chests at once ( it's an array ):
Code Snippet
Plaintext
chest_clip = getentarray( "soul_chest_clip" , "targetname" );
6 years ago
the code to delete the clip is allready there:

Code Snippet
Plaintext
	for(i=0;i<chest_clip.size;i++)
{
if(  chest IsTouching( chest_clip[i] ) == true )
{

chest_clip[i] delete();
}

The trigger radius ( the red-box ) needs to be completely inside the clip, otherwise it doesn't work..
6 years ago
use T4M, it disables the disc-check
6 years ago
One question: If you make anything custom to this mod (custom bosses/objectives for example), is it possible to make it so that these also give xp and rewards or would it mess up something?

I have included all custom .gsc's / .csc's / animtrees / animscripts etc. Everything is there for you to change it.
Only thing i left out are the stringtables and scriptmenus, making one small change in there could potentially screw up everything.

As long as you edit the scripts provided, and dont mess around with the actuall stat-numbers or overwrite allready used stats. you should be fine.
Look at the 'script reference' file included in the download, there's a few things you might find usefull. Functions like:
Code Snippet
Plaintext
rewards_hint_hud( <hint>, <short> )
add_xp_for_player( <xp> )
get_xp_for_action( <action> )

Also if you scroll down in the _blst_utils, and look for the funcion 'get_table_ref( name )' you will see a list of available stats and their corresponding numbers. In the _blst_utils file are also functions for adding values to stats etc, like: 'add_value_to_stat( statname, amount )'

6 years ago
Realism Mod 3.0 - Standalone
NOTE: The Realism Mod requires T4M !!!  ( if you dont add all 'feature-packs' you may not need it. For the Full-version you prob do! )






The Realism Mod adds rpg-like elements to your much loved zombie-mode, leveling up your character and weapons to earn new abilities and attachments are the core of this mod. There's a ton of other features included as well though, like a PanzerSoldat, JuggerNauts, Nova Crawlers, Special zombies and Supply Drops/Care Packages for example!
You can create a new map, of apply it to an existing map. As long as you have acces to the .map file you can add this mod ( yes some changes in radiant are needed, so unfortunately this mod will not work on the stock WaW zombie-maps! ).


Heavily based on and inspired by the 'Realism Mod' made by HogRampage back in the days, Tomikaze and me came up with a recreation of this awesome mod. We hope we did it justice, we certainly gave it all we got!


What's included in the Mod?
-All character / weapon progress and unlocks mentioned below are saved in between games, and also transfered between maps that use the Realism Mod. Even if you play another map, you can simply continue leveling up your character and weapons where you left off!
(Make sure to use the Instalation-Creator included in the download to propperly pack your map for use with the Realism Mod! )

-Class system, players can choose from 5 classes at the start of a match ( Medic, Tank, Assault, Breacher and Demolitionist ). Each class has it's own specific benfits and it's own 'skill tree' ( perks will unlock in a different order, and have different prices. Also some perks are exclusive to a class, giving it unique benefits ).
Some special 'perks' are: Phantom ( teleport to a random location ), Self Defense ( stun the first zombie that hits you ) or the ability to use a special ammo-type ( freeze-ammo, acid-ammo, or shotguns with extra impact-force )

-XP and level-up system, players can level up their characters to get acces to new perks. An extra perk-slot or extra weapon-attachment slot. There's 50 levels, and on top of that 10 prestige levels. Prestiging will earn you Double-XP time to get past those low-levels faster, and will also unlock new game-modes and new-weapons for the mystery box!

-Weapon rank-up system, getting kills and headshots with a weapon will unlock attachments for it. From laser-sight, fast-mag, extended-mag, rapid-fire to dual-wield and sight/scope attachments. All statistics for each weapon can be viewed in the pause or main-menu, things like kills, headshots, times upgraded and wich attachments are unlocked/available are all tracked and saved!

-A lot of features included to spice up your gameplay! Things like:
  > BO3 PanzerSoldat
  > MW2 Juggernauts ( a melee and a mingun version )
  > Nova Crawlers
  > Special zombies ( vomitting and exploding zombies )
  > 'care package' drops, ranging from ( but not limited to ) points or double XP to a sentry-gun, a guard dog or one of the 10+ overpowered special-weapons!

-Players can fully customize each game they play. By default they have Easy, Normal and Hard difficulty available. By leveling up they can unlock an Insane and a Realism mode ( last one has no health regen, but health pickups like 'old fashioned' shooters had a lot ). Besides that they can enable/disable features like the Panzersoldat / Nova Crawlers / Special zombies etc to their liking, to play the game the way they prefer!

-over 13 special achievements for you to unlock, with awards like weapon-camos / character customisation or even a little help ingame. These are for the die-hard zombie players, and wont come too easy!

-All weapons are replaced, for a full list check the spoiler. Some special ones:
  > Drop-Kick. Sprint and hold down the use-button to preform a drop-kick and let those zombies have a taste of your feet!
  > Different grenade types to unlock. ( impact, energy, shatter ). The demo-class has a wrist-mounted launcher with unique abilities
  > Gersh Device
  > Limbo LZ-52 ( AW ) fire a horizontal line of pure mayem, allowing you to dismember or take out big-groups of them zombies!
  > Ray Gun MK2 ( BO2 ) with bullet penetration and 'propper' impact FX
  > Rorsch Railgun
  > Cel3 Cauterizer ( AW ) energy-shotgun that can be dual-wielded when leveled up!
  > M.2187 ( IW ) an incendiary version of this remastered shotgun. This will rip and burn them up at the same time!

  Besides that some weapons have unique features. The an-94 fires the first 4 bullets of a burst faster, if you hold down the trigger for the Cel3 after a few shots the fire-rate will increase, for the OHM you can buy a targetfinder-attachment to fully utilise it's bullet-penetration, and some weapons have working ammo-displays on them for example.

-Unique custom wall-buys.

-Custom Powerups. Random-weapon, Killing Time ( freeze time for 15sec, each zombie you damage will die when the time is over ), and Points Lock ( 'negative powerup' you temporarily dont earn any points )





Instruction are included in text tutorials in the download, there's also a video-tutorial on my channel that goes through the proces step by step.

VIDEO TUTORIAL:
https://youtu.be/IUghIRHsdJY

NOTE: The Realism Mod requires T4M !!  ( if you dont add all 'feature-packs' you may not need it. For the Full-version you prob do! )




Please make sure to follow the instructions carefully, and there shouldn't be any issue's. If you do run into any problems please make sure you did everythig correctly before posting in this topic below, and i'll try and help you out!



Hope you enjoy!

Tomikaze & BluntStuffy






MOD Credits:
Treminaor – Huge thanks for a custom version of the UGX installer! As well as scripting help in the past and the use of the UGX-style points HUD.

UGX in general

ElTitoPricus – the player models and viewhands and also responsible for doing 90% of the weapons for this mod. Huge thanks!

MAKECENTS – tons of scripting help/advice and being an awesome and helpful guy in general!

Offthewall – dual wield viewmodel-fx, dual wield Deagle's, some scripting help and helping out with 3rd person animations.

Whippytrout – superhero model, maya/rigging help and again being an incredibly good guy and helpful person in general!

StevieWonder87 – weapons, help and ideas and allowing us to use his map Industrial Estate for the Realism Mod!

RadimaX – made the custom menu backgrounds.

CHN – made the walking animation script, and again always being willing to help out.

DUKIP – Helped with better understanding menu scripting.

DTZxPorter and Modme and it's tools

Aiden, Ray1235 and Scobalula for the Maya 2012 tools.

Zeroy – for the good old scripting reference.

Tudark – acid-zombie model

Mod testers:

JiffyNoodles & Nathiri – These guys are freakin’ heroes; they have tested so many versions of this mod that I am happy they still wanna talk to me : ) Their feedback was absolutely crucial to the success of this mod.

Rutenguten – mod testing

PSNtoonjuice – mod testing

ZE~Skullcrusher – mod testing

Match-Maker – mod testing

Mann – mod testing

MajorPwnege01 – mod testing

NateTheGreat987 – mod testing

MZslayer11 – mod testing

Conn6orsuper117 – mod testing

Hensot – Mod testing

Mxtxm – mod testing

TTjay123 - mod testing
6 years ago
Think you mean this? You can pass it as a variable in the dodamage() function;
( if the actual weapon does the damage, set it up in the weapon-file like death_reaper said )

Code Snippet
Plaintext
	zombie dodamage( amount, point, attacker, ?, damagemod );

I'm not sure what goes in the ? spot, i Always pass undefined..
For the damagemod these are valid ones i know off:
Code Snippet
Plaintext
"melee"
"pistolbullet"
"riflebullet"
"grenade"

My guess would be "projectile" is also valid, but havent tried myself. Enter them as a string, so for example:
Code Snippet
Plaintext
	zombie dodamage( zombie.health+500, zombie.origin, player, undefined, "grenade" );


If you talking about checking received damage, instead of applying damage Harry is right and it's called "MOD_IMPACT" "MOD_GRENADE" or "MOD_GRENADE_SPLASH" ( or "MOD_PROJECTILE" or "MOD_PROJECTILE_SPLASH" )
6 years ago
Sure there is, this is just not the place to find answers for that. If there's still a MP-community it's prob just a handfull of people so you will have to look for them :D
Maybe also look at http://wiki.modsrepository.com there's also stuff about MP on there.
6 years ago
Check the folder where your mods are stored for loose files/stuff that doesn't belong there. Should only be mod-folders in there.

Also for T4m, if you launch the game the version in the bottom-right of the main menu should start with 2... If it starts with 1... T4m is not working.
6 years ago
ah, ok. i missed the price-variable there. However, you still need to change that sethintstring and dont mess with the other lines.

Besides that you need to look for the PaP funtion ( stock-scripts it's in zombiemode_perks but for Harry i wouldn't know ), and the when the player pap's a weapon check it that weapon is allready upgraded or not. If it is the price is 10000, and if it's not the price is 5000.

If you want the hintstring to say either "Upgrade weapon. Cost [5000]." when a player holds a normal weapon, or "Double Upgrade weapon. Cost [10000]." when a player hold an upgraded weapon it's not impossible but it's going to require quite a lot of code for just a hintstring.
You could simply do "Upgrade weapon: Cost [5000]. Double Upgrade: Cost [10000]." and then asjust the cost by checking if the weapon is allready upgraded or not like i mentioned above.
Code Snippet
Plaintext
	cost = 5000;
weapon = player getcurrentweapon();


if( isSubStr( weapon, "_upgraded" ) )
{
cost = 10000;
}
6 years ago
I found the variable
Code Snippet
Plaintext
// ================================= PRECACHE MDOELS SHADERS AND WEAPON FILES AND SETTINGS =================================
harrybo21_perks_upgrade_add_machine( "normal_pack_a_punch", 5000, 30, "zombie_vending_packapunch", "zombie_vending_packapunch_on", "mx_packa_sting", "mx_packa_jingle", "packa_weap_upgrade", "packa_rollers_loop" );
harrybo21_perks_upgrade_add_machine( "alcatraz_pack_a_punch", 5000, 30, "bo2_p6_zm_al_vending_pap", "bo2_p6_zm_al_vending_pap_on", "mx_packa_sting", "mx_packa_jingle", "packa_weap_upgrade", "packa_rollers_loop" );
harrybo21_perks_upgrade_add_machine( "tranzit_pack_a_punch", 5000, 30, "bo2_p6_anim_zm_buildable_pap", "bo2_p6_anim_zm_buildable_pap_on", "mx_packa_sting", "mx_packa_jingle", "packa_weap_upgrade", "packa_rollers_loop" );
harrybo21_perks_upgrade_add_animated_machine( "origins_pack_a_punch", 5000, 30, "bo2_p6_zm_tm_packapunch", %fxanim_zom_tomb_packapunch_all_build_anim, %fxanim_zom_tomb_packapunch_all_break_anim, "tomb_perk_sting_pap", undefined,

But i wouldn't know how to script it to allow 5000 for the 1st upgrade and 10000 for 2nd upgrade since the script line is structured by
Code Snippet
Plaintext
( pap_name, pap_price, pap_gun_height, pap_model, pap_on_model, pap_sting, pap_jingle, pap_use, pap_idle_sound )

All this stuff has nothing to do with the hintstring/price. it's for spawning the models etc



Quote
there's also this
Code Snippet
Plaintext
self.trig SetHintString( "Press & hold ^6&&1^7 to buy Pack A Punch [Cost: " + level.pack_a_punches[ self.trig.script_string ].pap_price + "]" );

but it works the same way as the script you showed me. so idk, very confusing lol.

That's the string you need to change, just type whatever you want here just like with the weapons. ( the .pap_price  variable sets the price for the normal pap, you can search where that variable is set.
6 years ago
Quote
It worked in game but idk if could cause problems later on. But thank you so much for helping me :)

That should work fine.


Quote
One other question, i'm using harry's scripts for perks and pap so the strings and sethintstrings for the pap price aren't called there i think, because i looked for sethintstring and nothing regarding pap showed up so idk.

Havent used those myself, so i couldn't tell you. Guess just open all files that come with it at the same time, and search through all of them at the same time for sethintstring(). Think i've seen him put a lot of variables at the top of his scripts, so it's eaasier for user to edit.
So it could be he included them as a 'setting' and stored the string in a variable at the top of a script somewhere..
6 years ago
You can add a variable in a string with a + and if you want to continue the string you simply add a + after that and add a new string. So for example:

Code Snippet
Plaintext
	weapon_cost = 1000;
ammo_cost = 500;
pap_ammo = 4500;
pap2x_ammo = 8000;

trigger sethintstring( "Buy weapon, Cost: "+weapon_cost+" Ammo Cost "+ammo_cost+"Pap Ammo Cost: "+pap_ammo+" Double PaP ammo Cost: "+pap2x_ammo );


Localized strings are really only usefull if you want to release multiple langue-versions of your map. If you only make an english version using localized strings is only extra work for nothing.


You can change the pap-hintstring, sure. It will be more complicated to make it display the correct price depending on if you appraoch the machine with a paped or a non-paped weapon. But you can simply do something like.
"Press Use to upgrade weapon [5000]. Double upgrade [10000]"
It should be in zombiemode_perks somewhere, just search for sethintstring

6 years ago
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