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Messages - Chadric273

Thank you for your reply! I'll be sure to give this a try when I get the next chance (:
400 days ago
Hey guys! So I wrote  a script where you can destroy a wall by hitting a trigger_damage with an explosive that will then allow zombies to walk through it. The problem I am having is the zone that I want players to be able to access after being destroyed needs to be "turned on" somehow. Typically with a zombie_door you would use a script_flag kvp. I tried putting that KVP on my trigger_damage but it didn't work. Is there someway to "turn on" the zone through scripting that way once the wall is destroyed the script will then follow it up with turning on the next zone? Any help will be much appreciated!
401 days ago
There is not really a "place" where to learn scripting. I have been modding since 2015 so that's about four years. And I still struggle with the easiest things from time to time.

I find it useful to read the scripts we were given with the mod tools, since they have pretty much all types of scripts there. For example if you're creating a custom wonder weapon, there are the scripts for Ray Gun Mark III and Thundergun. Treyarch has also provided a scripting api with all the engine functions of gsc scripting, which can be found in BO3 root/deffiles/docs_modtools

Most WaW scripts are also relevant in BO3, so you can also learn from the tutorials other have posted on UGX and other forums (even when most of them are for WaW).

And the best advice is that do what you're currently doing, which is try to do it yourself first. Other people are more likely to help you if you have tried it yourself first, which is exactly the case here :)
I really appreciate your advice! I think looking at the scripts provided to us along with using the API will definitely help me out even more. Again, thank you so much for all of your help! Stay awesome my friend! 
413 days ago
Hey guys! Just as the title says, I am wondering how to make it so that something in my script does not happen until a certain round has been passed. I am sure it is something simple, but I am newer to scripting so I am unsure how to do this. Any help is much appreaciated!
414 days ago
I actually figured out an easier way to do what you want. I know it might look complicated but this way you don't have to use any triggers.
function destroy_wall()
{
wall = GetEnt( "destructible_wall" , "targetname" );
if(!isdefined(wall))
{
IPrintLnBold("NO WALL FOUND! Check KVPS");
return;
}
wall SetCanDamage( true );//This allows script models to respond to damage without trigger

wall_trigger_hint = Spawn( "trigger_radius", wall.origin, 0, 64, 64 ); //Spawn a trigger radius on the wall, that displays the hintstring
wall_trigger_hint SetHintString( "This wall looks weak..." );
wall_trigger_hint SetCursorHint( "HINT_NOICON" );

while(1)
{
wall waittill( "damage", amount, attacker, direction_vec, point, type, tagName, ModelName, Partname, weapon ); //Model waits for damage
if(IsPlayer(attacker) && (type == "MOD_EXPLOSIVE" || type =="MOD_PROJECTILE" || type == "MOD_PROJECTILE_SPLASH" || type == "MOD_GRENADE" || type == "MOD_GRENADE_SPLASH") ) //Check if the damager is the player and that it's explosion damage
{
IPrintLnBold ( "The wall has been destroyed." );
                        //Add some stuff here if you want, has to be above the "break"
break;
}
}

wall Delete();
}
If the hintstring radius is not big enough, you can change the radius of the trigger here:
wall_trigger_hint = Spawn( "trigger_radius", wall.origin, 0, 64, 64 );
//Change the last two numbers (64, 64) if you want to increase/decrease
//the distance of when the hintstring appears
Hey! Thank you for getting back to me again! I haven't been able to test out your script yet, but it looks awesome! I actually managed to figure out why your original suggestion wasn't working and it turns out I simply spelt destructible wrong in a line of code haha. Question for you though, how and where did you learn how to script some of this more complex stuff for BO3? As you can see I am a rather amateur scripter, but I would love to learn how to do more complex scripting like you did above. 
414 days ago
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." );
}
415 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.
415 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!
416 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!


426 days ago
Hey I used this script placer and I still got the exceeded 400 fx limit error. How do I fix it?
1888 days ago
Would you possibly be able to tell me what files need to be updated every time? Or is this different for everyone?
2317 days ago
How do I check that?  Like where would I go to find it?
2536 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?
2537 days ago
Sorry I am a noob to this and I feel dumb asking this, but what do you mean by the menu option?
2538 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?
2538 days ago

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