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Messages - chromastone10

Add another script model of a train car(or whatever you are using).
Give it it's own targetname (ex:train2)

Then add it to the .gsc
Code Snippet
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train2 = getEnt("train2", "targetname");

Also make it move with the 1st train script model.

Code Snippet
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train moveX (-800, 3);
train2 moveX (-800, 3);

   

Will that work like on zombie train? Where you had one train come in by activating the first switch, then later you activate the other switch and another train comes in? Also could you post the soundaliases for the "trainhorn" sound? I already have a custom sound made but the sound aliases I tried to use wouldn't convert the sound
10 years ago

Requested Tutorial

Alright guys... This is my first time doing something like this so Hopefully I do it right and it's helpful!!!

How to make Models/Brushmodels Move (Trains in Zombie Train)


http://youtu.be/d27ySm6P9n0



Radiant

Create a script model and call it:
Code Snippet
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targetname
Code Snippet
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train

Create a trigger_use and call it:
Code Snippet
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targetname
Code Snippet
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train_trig

Create a script brushmodel and call it:
Code Snippet
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targetname
Code Snippet
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door

That's it for the radiant side of things...



Scripts

Place in your Mapname.gsc after maps\_zombiemode::main();
Code Snippet
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level thread maps\train_move::main(); //calls the train_move.gsc

Create .GSC file in you root/mods/mapname/maps folder and call it train_move.gsc
Here's the script that goes in train_move.gsc

Code Snippet
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#include common_scripts\utility; 
#include maps\_zombiemode_utility;
#include maps\_utility;
main()
{


trigger = getent("train_trig","targetname"); //trigger that calls train
         train = getEnt("train", "targetname"); //train that moves
door = getEnt("door", "targetname"); //door that moves


         trigger UseTriggerRequireLookAt();
         trigger SetCursorHint( "HINT_NOICON" );
trigger setHintString("The power must be activated first");                //remove line if you want it to work without power
         flag_wait( "electricity_on" );                                //remove line if you want it to work without power
trigger SetHintString( "Press &&1 to Call Train" ); //what the trigger tells the players

         trigger waittill ("trigger");
trigger delete();


players = get_players();
for( i = 0; i < players.size; i++ )
players[i] playsound("trainhorn"); //sound that plays when train is called (sound file NOT included in tutorial)


wait 1;

       
  train moveX (-800, 3);


wait 7;

         players = get_players();
for( i = 0; i < players.size; i++ )
players[i] playsound("door_slide_open"); //if you open a door/area with or after object has moved

door moveZ (-300, 1);


wait 10;


       
        door delete(); //door or debris that is no longer seen be the player
     

       

}


Build mod and make sure that the new train_move.gsc file is checked
Compile like usual

Is there also a way to make the train keep moving? like it stops at a station and then you can use it again? and make it buyable? (making it buyable is probably very easy :P)
10 years ago
Man i swear i saw a map like this a LONG time ago, can't remember the name though.

Anyway, looks like real fun. Maybe you could add some benches along the walls and stuff to make it feel like an actual metro.

there are benches, only out of frame
10 years ago
Add another script model of a train car(or whatever you are using).
Give it it's own targetname (ex:train2)

Then add it to the .gsc
Code Snippet
Plaintext
train2 = getEnt("train2", "targetname");

Also make it move with the 1st train script model.

Code Snippet
Plaintext
train moveX (-800, 3);
train2 moveX (-800, 3);

   

thanks, if you would like to see what it will be used for you can watch the video on this page http://ugx-mods.com/forum/index.php?topic=2095.0

Post Merge: March 04, 2014, 11:52:41 pm
also would there be a way to like call a train and have it bring a mystery box on it? I feel like if I just added the train then put a mystery box in it the box would just be left behind and be floating where the train was
10 years ago
Map Progress:
100%

-Bo2 Style loadscreen made by me :)



http://youtu.be/QKWckwgogNA

UPDATED SCREENSHOTS:

















What is in the map already:

-BIG EASTER EGG (thanks to Ege115, JR Imagine, BluntStuffy)
-detailing (some from Radimax)
-scripts (thanks to n123q45, RedSpace200, ZK, JR Imagine, Ege115, and Awesome Pie Man)
-TRANZIT TRAIN!!! (thanks to Ege115, jjbradman, YaPhi1l, Bluntstuffy and Radimax)
-Train tracks damage player (thanks to awesome pie man)
-Rain (thanks to cinnober's tutorial)
-Black ops 2 style music stingers (ALL MUSIC IS NOT COPYRIGHTED :) SO YOUTUBERS DONT HAVE TO WORRY) (tutorials by Paragalor)
-fx (thanks to ugx easy fx)
-Weapon scripts (thanks to RedSpace200)
-custom hud (thanks to JR-Imagine)
-Black Ops perks and solo quick revive and bo2 weapon glow (thanks to jei9363)
-Porter Punch (thanks to bamskater aka jei9363)
-Wunderfizz (thanks to bamskater aka jei9363)
-Mystery box kino lights (thanks to YaPhi1l)
-black ops 2 guns (some models by me, some thanks to fatboypro, cfgfactory, stuffed oatmeal, tom_bmx, anonymous, Elfenlied, and tito)
-gun animations (thanks to Stuffed_Oatmeal, Tom_BMX, Javipotter, Adam paul)
-BOSS ZOMBIES! (thanks to RedSpace200)
-Mob of the dead zombies and scripts (thanks to JR Imagine)
-Flux tubes (as seen on Titan Corp. thanks to jei9363)
-kino box lights (thanks to YaPhi1l)
-small easter egg (thanks to GrantDaddy007)
-sounds and scripts (thanks to ZK, Paragalor)
-buildables (thanks to ZK, DuaLVII, and IVIr_Gadd)
-ai fixes (thanks to YaPhi1l)
-Electric Cherry (thanks to Jei9363)
-ORIGINS STAFFS(almost done) (models by me, help/thanks to Awesome Pie Man, pauladam316)
-Black ops zombie spawning where if you get to far away from zombies they die and respawn (thanks to Jei9363)
-Mob of the dead pack a punch camo (thanks to MrTombone8)

Weapon List (So far)

Spoiler: click to open...
-Mauser as start pistol, and B23R as second start pistol
-M14 from black ops
-Tommygun from mob of the dead
-PDW from black ops 2
-Blundergat from mob of the dead
-M27 from black ops 2
-Ray Gun Mark 2 from black ops 2
-Scar-H from black ops 2
-Origins Staffs and Ultimate Staffs from black ops 2
-Origins Stg from black ops 2
-Peace Keeper from black ops 2
-MSMC from black ops 2
-MP7 from black ops 2
-AN94 from black ops2

PERK LIST:
Juggernog
Speed Cola
Quick Revive
Double Tap
Electric Cherry (thanks to bamskater aka jei9363)
Phd (no) flopper (thanks to bamskater aka jei9363)
Mule Kick (thanks to bamskater aka jei9363)
Stamin Up (thanks to bamskater aka jei9363)
Vulture Aid (thanks to bamskater aka jei9363)
Porter Punch (thanks to bamskater aka jei9363)

What will be added:
Full Easter Egg
(maybe) Brutus


Description of map: Your in an old/abandoned? subway station, called Lorkeep station, caught in some old nazi experiments with teleporters and time travel some of the station seems modern yet some of it seems old, back during world war 2,you ride the train around in a loop just like the transit bus (but hopefully more fun, I would need a lot of help from you guys to add this, as I think it would be very cool/fun, but I only planned on having just a train that went straight but after some feedback I want it to be like transit)

Start area (after detailing, some from me, and some from Radimax)



Beta Testers:
ZK
InvDenial/Nascarfanatic24
Ayumu Kagami
RedSpace200
Bamskater/Jei9363
Awesome Pie Man
HexZombies
Ege115
Jei9363 aka Bamskater
UGX Slagovich
UGX Treminor
Jbird632
Astro
Midget Blaster
n123q45
Zombi3_Kill3rz

(anyone else who tested, tested it during alpha stages)

\
10 years ago
how would you do more than one train?
10 years ago
open the full console with Shift + ~ and send a screen shot so I can see where the call is coming from. I'm guessing there is a GSC call for it which would cause an error.

http://imgur.com/L08FCtL

im just trying to make a normal map because I don't fully understand ugx and tried to go back to normal map making but this problem fallowed me, I had this problem before when trying to do a ugx map
10 years ago
As Daedra said that shouldn't inhibit it's ability to run. But for the sake of at least finding the real issue you can go into dlc3.csv in your zone_source and remove the rawfile call for ugx_modder_help.gsc.

here's a link to a video CoDWaW 2014 01 10 16 49 37 99
10 years ago
Then you must be running the game with developer 1 set. Try changing it to developer 0.


I never had to that before and I mean the map won't even load all the way, you see the activision generic load screen and before it gets to the end of loading it goes back to the menu and says the error
10 years ago
You can ignore it unless your running the UGX mod.

I can't ignore it because the map won't start because of it
10 years ago
something like missing "script compile error maps/ugx_modder_help" or something pops up when trying to start any map I make even after trying to get rid of ugx mod, this error still pops up when I try to play


!!!! I just ended up deleting everything and starting new, im not downloading UGX though because it doesn't work for me and I don't know how to use it very well at all....  :-\


CoDWaW 2014 01 10 16 49 37 99
10 years ago
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