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);
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
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 )
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 pmalso 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
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)
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.
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
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.
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
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....