____________________________________________________________________________________________________________ So i hope you like it. If you have some ideas for new traps post them here If you use one of them credit the others and me, please.
Hey guys, short introduction to myself: My name is Lucas. I came from Germany and i love to play Zombies, especially World at War and Black Ops. I create some custom content for World at War and i also love to do nothing. I search now some people, who would like to make a map with me, coz my mapping skills are not the best - like my english. If you would like to know why my name is fanMagic - i was 14 and i needed a name for PSN So this is a really short introduction to myself and ya, see you in Help-Section
Hey guys, when i try to convert a material in asset manager i don't get a new .iwi file in images folder. But while i convert the file i don't get any errors. Please help...
Hello guys, today i want to know how i can play a sound after a player use a trigger. I also need to know how i can convert the sounds or something like this and where i have to place the soundfile.
I would like to play the sound in this function:
Thanks for your help.
-fanmagic.
If you could give an example i will be very thankful coz i'm a noob in scripting.
Hello guys, today I present you my drawable weapons for World at War. It's my first script i made so don't hate me if i made some mistakes. The function of this script is that you can take a weapon chalk and draw it somewhere you want to buy it - like the chalks from Buried. So lets start...
The Scripting-Part:
1. Create a new .GSC and call it something you like ( for example "weapon_chalks.gsc") 2. Copy the code below in it ...
3. Customize the script for the weapon you want in these lines. In this script i use the MP40. You can choose any weapon you want.
4. Last thing we have to do is to call the function in our "Mapname.gsc" (for example "DeliveryBD.gsc")
Search for this line in your Mapname.gsc: and place this under it: ( replace "weapon_chalk" with your filename )
So it looks like this: That was the Scripting-Part. Next we go into Radiant...
5. Now we have to place all triggers and brushes we need for the script...
Things you need:
Trigger-Use Trigger-Use Next you take a weapon prefab you like for example the MP40. Stamp the prefab and put the trigger and the gunmodel to the interrogation point/brushmodel you create next. You don't need the chalk from the prefab so put it under the map. Now create the Brushes ( Rightclick on the 2d view --> Script --> Brushmodel ).
Brushmodel Brushmodel Brushmodel
That's all. It looks like this for example:
Here is the sequence of the script in pictures:
Now you have a drawable weapon in your map. I hope you understand all because like I sad - It's my first tutorial and script. You can also add something to the script for example multiple points to draw or something. So I hope you enjoy it. Thanks for reading...
Hello, today I want to know how i can play a fx after I use a Trigger or how to hide and show the script-origin from the fx. If you can give me an answer together with an example I will be very happy
The dogrounds in my map are disabled when I use Aidens Kino Teleporter but I don't know why. I don't change any script for dogs in my "MAPNAME.GSC" or in any other file. I can't understand why the dogs won't spawn. When I create a new Map the dogs works perfect and when I add the script they won't.
Forword: Hello and welcome to this WIP topic. In this topic I'll show you the progress of my first map "Black Day" from my project Delivery.
Backgroundstory ( Important for Easter Egg! ): My team and I, a free temporal investigator team, were travaled to an old research station somewhere in Germany, where once the nazi's searched for the "Blue Eye", a medieval artifact from the templars. We don't know if they founded them but we know that after 1945 165 soldiers which helped them to find the "Blue Eye" where suddendly killed. Today - 2016 - we stay in front of the building complex where the "Blue Eye" was allegedly founded. But we couldn't believe what was waiting for us.
Current Progress:
Easter Egg + Story
65%
Mapping
100%
Scripting
60%
Features: - Easter-Egg + Custom Storyline - Objectives as Sidequests - Custom Weapons - All BO & BO2 Perks + Widows Wine - Soulchests - Dig-Sites - Buildables - BO Knifing - No more "Grabbing" - Custom FX - Custom Sounds and Charactervoices - FOV-Slider - Custom Menu and more...
Pictures:
Credits so far: Harry Bo21 JBird632 HitmanVere Dojo505 AdvancedDecay DidUknowiPwn alaurenc9 MakeCents BluntStuffy Scobalula Rollonmath42 R00fer Riptide1106