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Contact Support - Help Center Get help on the UGX Discord. Join it now!This Should be neat. Looks damn well interesting.
gonna go load it up just now.
Will return with some feedback
Double Post Merge: January 26, 2016, 02:37:12 am
Edit: Brilliant map. The slurm can hunts a bit fun. Weapons are outstanding (Especially the slurm gun)
Now to get some mate to play it. Good Job
Well I gotta say, enjoyed that immensely ! a superb map & very pretty .
Well done.
Got to the buyable ending, but didn't feel like saving up for it at the moment. Still it was a lot of fun opening everything up and the modified guns were a very welcome addition. Great job man, brought back some good memories. Slurm, Dr Zoidberg and the good old suicide booth - love it!
Are you gonna fix the bug?
There are plenty of tuts of course, but I know how you could be scared to add them at this point...
I have a script in the works for this, but unfortunately put releasing it on hold when I started customizing it for ORBiT. But later, there will be a rewrite of the zombiemode_perks script that will do just this, easier scripting (one line and reward function), and still works with sniperbolts prefabs, as well as my custom ones with a load of extras, just not resources.
For now, staminup is a fairly easy one, depending on how you want it to work, but mule kick gets a little more involved. Both require editing in the zombiemode_perks gsc, but then mule kick requires a little more in weapons gsc, for the box, and wall weapons, and if you have any custom other things related to giving weapons, there too. Basically checking if they have mulekick and how many guns they have.
So no, there isn't an "easy" way yet, but it's not awfully difficult, and you can back up those gscs before you start trying editing them to add the perks.
Start by creating your prefabs, copying existing ones, changing kvps and models. Then edit your perks script by copying everything they did for each, you do for your new one, using a new specialty. Then address mule kick.
I personally love this map, it's very well made for your first map! The only complaints I have is that the starting room is really really big so it allows for easy and overpowered training. The other complaint I have is that there are sooo many doors, but it's still a very good map!
I love this map its very fun
Try to have under 20k verts for the gun and I like to use 1024x1024 since waw can support it and looks much nicer
Add it to radiant using 2D view > script > script_model, Press N and give it this KvP: targetname - shoot_target .
Then open up your MAPNAME.gsc (usually in root/mods/MODNAME/maps), and add below _zombiemode::main();
So it looks like (Or something like that):
Then add this to the bottom of the same file:
Change the 600 and -600 corresponding to the distance you want the models to move, and change the 1 to the time you want the models to move from one side to another.
BTW the script only works for one Target!!!
Lukkie1998