all credit goes to the mapper CodMapper and Seelow for making me want to know how he did it.
this blurs your vision and changes your stance while the level starts for 30 seconds should be timed with fx and some sound.
instructions 1) copy and paste under in your mapname gsc
2) in zombiemode.gsc in ugxmod in mod folder directly under the entry round_start() around line 1757 (use notepad++) copy and paste where it says this will start the round start,your vision, and ugx smoothly otherwise rounds count up while your downed.
Paste the following into a blank .gsc. include it into your mod/mapname /maps folder and rename startcrash.gsc
/* 1) include the entry at the very bottom of these instructions a blank gsc and rename the gsc rotate copy and paste under in your mapname gsc
include the rotate gsc in your mod /yourmapname /maps folder
2) for a single object make brush right click with it selected and make it a script brush model give it these kvps kvp
For multiple parts around a "fake center"
make all brushes for your moving piece
make another brush 8 by 8 square
place in the exact "fake" center of where you want all your brushes for whatever your making to rotate around
click only the (8 by 8) brush and select texture origin
with this origin brush(8 by 8) selected select the rest of the objects you want to rotate
right click and make a script brushmodel
click one part of it and give it these kvps (it will automatically give the kvps to the rest of the brushes that you made a script brush model at the same time
. (only 1)
*/ This is the rotate.gsc. I have no idea where it came from originally
1) radiant.. make pipe or box select it right click script brushmodel in radiant kvps pipes with a cap on the ends need to be selected and right click entity, ungroup( this ungroups funcgroup/capped cylinders) before they can be made script brushmodels 2) add: under in your mapname gsc like this 3) copy and paste raw/maps/_pipes.gsc to your mod/mapname/map folder. 4) in ugxeasyfx.gsc user additions section //paste: 5) in Launcher/ modbuilder fastfile mod .csv add: check pipes.gsc in modbuilder compile level this includes a few fx and you might hit a limit with ugx some custom fx and the jukebox combined
More info is needed than 3 lines. what was the error in cod? With developer 1 running? Check commas and brackets on the line above the lines that you posted.
In launcher in the Run Game tab Developer (used to get moredebug)( not set) This will make the errors disappear for now. It is a script error some are going to happen. although you should try toFix it before moving on by looking through your scripts you have recently added. Post if you don't figure it out.
When do you want the image to show up and where? whole screen or on a tv ingame? Ball bags 2 has something like that but it randomly flashes. Ask him or check the gsc just give ballbags credit. if its at the start round you can probably call a hud.(tutorials are around.) That was full screen for 30 seconds and put a wait on round start of 30 seconds. Post if you need more info.
If you have more than 1 map in progress use the console to launch until your ready for final export than edit raw/ui/ main.menu as a text file before your final compile/ release.
Use tile texture and grass blend. I did it as I typed this. some textures don't blend properly like ztoll rust. Also make sure you press v then y. I got my first blend from the farmhouse prefab.
Is a grid showing up when you make the patch? Does the circle show up when you press y? try to just adjust paint height. Click paint height and height (the button under paint height.) Make sure you se making a patch....... simple terrain patch
Edited again . don't make the patch much larger than a car parking space to start. You might be making it too large and your inner and outer radius of the circle (from pressing y) is too small or large . It took me a while to figure it out but once you get it you'll understand your mistake. Post if it doesn't work.