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Messages - codmoddd1234

Any "node without volume" errors in launcher?
Any other launcher errors when compiling?
6 years ago
If your sure you installed the tools correctly then radiant isn't loading all the textures.
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https://www.mediafire.com/download/9x42e4z4yyis2px
Load prefab in map. It has every stock texture. Delete prefab before you compile. The texture you want is called something like "zombie_teleport tiles".
6 years ago
It looks like your material/texture is missing a normal map and specular map. Create them and reconvert the materials through asset manager.
If you have a normal and spec map then make sure the model is above 0,0,0 in Maya before exporting. If the models origin is offset then it may be getting lighting from another area in your map.
If its above 0,0,0 then try exporting as obj from tomxmodel utils and reimporting through asset manager.
6 years ago
Uncheck "compile vis" in Launcher.
6 years ago
This also worked.
Spawn a trig with 4 script_origins offset (front back left right). In a loop check if zombie istouching trig, get an array of closest origins to the zombie. 0 will be closest, [1] and [2] should be left and right of the zombies current position, [3] would be the farthest. Zombie notify stop_find_flesh and zombie notify zombie_acquire_enemy, send to origin [1] or [2], thread find_flesh.
I would also add a check for the last spot they were so they don't keep going back and forth between the origins but move around the object.
6 years ago
This works if the map has script_brushmodels for doors, or clips with script_noteworthy clip (anything made from a script_brushmodel with spawnflags 1)
Get the first set of doors and door.targets in zombiemode_blockers_new.gsc door_think(). Thread them to another function thats just a copy of door_think() except when the door/clip is purchased use connectpaths(), then instead of deleting the door or clip Moveto new origin, Disconnectpaths().
6 years ago
https://www.mediafire.com/download/9x42e4z4yyis2px

Load prefab into your map to get all textures. Delete prefab before compiling or launcher will give errors.
6 years ago
In your map where the trigger-targets door/clip that enters a zone you can put on the door the kvp
script_sound soundaliasname
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See maps/zombiemode_blockers_new.gsc and search for script_sound
6 years ago
Yes. Send me a pm with the chest model and any associated files that are needed and i will do the rest.
6 years ago
I can help if nobody else is available.
6 years ago
The folder raw/Collmaps aren't models, they are just collision clips for models.
There are some included in each of the modtools updates so if your getting errors then you might not have installed all the updates correctly.
6 years ago
Check maps/dlc3_code.gsc and make sure there is this line
Clientnotify ("pl1");
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Light targets an info_null
Light has these kvp
targetname light_electric
spawnflags 6
intensity 0.1
exponent 1
6 years ago
Axis health is set back to 150 in maps/_spawner.gsc
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Use kvp in radiant
script_startinghealth     5000
6 years ago
Is it actually saying it cant write to a directory? If it is try running launcher as admin.
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Just incase you missed one of these steps.
Install game, install patches, run launcher.exe from /bin folder, press "converter" button once (it ends on red text, its normal).
That should populate the /raw folder with everything for using radiant.
6 years ago
It shouldnt fill your console.
The error comes from zombiemode_spawner::zombie_assure_nodes() and if you run in devmode it says something like "zombie didn't move for 1 second" at the same time it prints the error you posted.
From zombie_assure_nodes() there is 2 loops.
The first loop goes through the exterior_goals/entrance_nodes then the second loop (from dlc3.assurenodes = true in mapname.gsc) goes through the goals again but returns even more.
If it doesnt find a window/goal it damages the zombie.
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You can get rid of the both errors if you put more pathnodes behind the windows. 3 to 20 nodes worked.
I tested this in a fresh sniperbolt tutorial room and it got rid of the errors.
6 years ago
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