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Messages - Chadric273

Use SetHintString( text ) on the trigger. If you want to disable the hand icon (the one you see with the power switch), also add this:
ent SetCursorHint("HINT_NOICON");    //ent is your trigger
You can use trigger_use for this script
Hey man! I really appreciate your response. So I tried out what you said by making a trigger_use in front of my wall and then putting in the script that you said, but it unforunately isn't working. When I walk into the trigger_use it says "Not available" and it still shows the hand icon. I already have a trigger_damage in place in order for the wall to be destroyed from an explosion. Could the script possibly not be working since I have two triggers being called on in this function (a trigger_use and a trigger_damage)?
Here is what my script looks like:
function destroy_wall()
{
wall = GetEnt( "destructible_wall" , "targetname" );
wall_trigger = GetEnt( "destructible_wall_trigger" , "targetname" );
wall_trigger_hint = GetEnt( "destrucitble_wall_trigger_hint" , "targetname" );

wall_trigger_hint SetHintString( "This wall looks weak..." );
wall_trigger_hint SetCursorHint( "HINT_NOICON" );

wall_trigger waittill( "trigger" , player );
wall Delete();
wall_trigger Delete();
wall_trigger_hint Delete();
IPrintLnBold ( "The wall has been destroyed." );
}
252 days ago
Hey guys! I was just wondering how I would go about setting up a hintstring for some custom script I wrote. I wrote a simple script that makes a wall blow up that will allow zombies to walk through after if is destroyed. I want there to be some sort of hint on the wall so when the player looks at it or walks up to it, it will say "This wall looks weak..." that way the player has some sort of indicator that it can be broken. How would I go about doing this? Do I use the "sethintstring" function? "setcursorhint" function? Also do I need to use a specific type of trigger for this to work? Any help would be much appreciated! I'm sure it is simple to do but for whatever reason I am struggling to figgure it out.
252 days ago
Hey guys! So I am having this issue and I can not get it solved for the life of me. Basically I have my fx rendering so it should be showing up in radiant when in the light preview mode, but it isn't. When I open up one of my other maps the fx lights appear just fine but for whatever reason they are not showing up for this one map that I am working on. They also are not appearing in game either. When I click the lightning bolt to build my lighting the glow from the fx lights appear for a second and then go back to not showing. I thought compiling the level would fix it and it would show up in game but they also are not showing up in game. Any help would be much appreciated as this is very frustrating! Thank you in advance!

UPDATE:
So I managed to figure out what my issue was. I had my sun volume's skybox/sun set to "default_day". I realized that since it was a daytime sunlight the fx's fire omni lights were not bright enough to appear. I fixed this issue by switching my sun volume from "default_day" to "zm_factory". This basically made it so it was moonlight in my map instead of sunlight. Since the sun's light was darker the fire omni fx lights appeared once again. Hopefully this helps someone!
253 days ago
FIRST OFF, Please note that this is not an issue of turning on enabling fx rendering. I have fx rendering turned on and all other fx's are appearing just fine.

Okay, so when I open my map in the black ops 3 mod tools, any fx that I place in my map out of the "light" category in the fx browser do not appear as they normally would. They are extremely faint and barely even appear on the floor directly beneath its placement. I tried editing the fx and when I increase the intensity they appear perfectly fine. I placed the exact same fx in another map I am working on and they appear in the game view perfectly fine. Does anyone know why they aren't appearing as the should in one map when they appear perfectly fine in another map? (Again, they are strictly not appearing in the bo3 mod tools (F8 or F9 view).  If this doesn't make sense I can try to explain it a bit better. Hopefully this is enough for you guys do go off of. Thank you in advance!


263 days ago
Hey I used this script placer and I still got the exceeded 400 fx limit error. How do I fix it?
1725 days ago
Would you possibly be able to tell me what files need to be updated every time? Or is this different for everyone?
2154 days ago
How do I check that?  Like where would I go to find it?
2373 days ago
It still gives me the same error  :(
But now how come I have to put ugx_mod_user_assets.gdt under bin?  Why can't it just be in texture_assets for it to work?
2374 days ago
Sorry I am a noob to this and I feel dumb asking this, but what do you mean by the menu option?
2375 days ago
Hey so I am currently adding the UGX mod to my zombie map (thanks a lot for making that!) and when I go into asset manager to do whatever it does i get an error saying:
Run External Command Error
and when I go to codwaw/texture_assets/ugx_mod_user_assets.gdt
it says: 
WARNING       File name must be in the subdirectory of 'C:/Program Files (x86)/Activition/Call of Duty - World at War/bin'
So I put it in the bin and then the two materials showed up in assset manager but when I hit 'F10' I get that first error I posted.  Could anyone tell me what I did wrong or how I am suppost to fix it?
2375 days ago

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