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Topics - fanmagic

FM's Custom-Traps v.1.0
  ______________________________________________________________________________________________________________
Hey guys,
in this topic i will upload some custom traps by me.
_____________________________________________________________________________________________________________
Installation:
I added a "READ ME" file in the download. You can follow the introductions in it to install the traps.
_____________________________________________________________________________________________________________
Downloads

Electro-Trap v.1.1
mega.nz


Powerup-Generator v.1.1[needs Electro-Trap]
https://ugx-mods.com/forum/index.php/topic,9515.msg104565.html#msg104565
I use death_reaper0's random powerups and modified the script. Credits to him!
mega.nz


Point-Trap v.1.0
mega.nz
____________________________________________________________________________________________________________
Change-Log
Spoiler: click to open...
08-02-16
- Electro-Trap supports now multiple switches
- Added Powerup-Generator
- Added Point-Trap
____________________________________________________________________________________________________________
Credits
MakeCents
death_reaper0
Tom-BMX
____________________________________________________________________________________________________________
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.

-fanMagic.
8 years ago
How can i play a fx on all players/zombies?

I need something like that:
Code Snippet
Plaintext
fxonzombs()
{
ai = GetAiArray( "axis" );
for( i = 0; i < ai.size; i++ )
{
fx = spawn("script_model");
fx setmodel("tag_origin");
playfxontag( level._effect["fire"], fx, "tag_origin" );
}
}
And now i need to link the fx to every zombie alive. I think i need to use linkto, but i don't know how.
8 years ago
How can i setup a hurt trigger which only damage zombies?
8 years ago
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  :please:
So this is a really short introduction to myself and ya, see you in Help-Section  :D

-fanMagic.
8 years ago
Hey guys,
i have a problem with some textures. After i convert them with Assman they look too bright.

Texture:


Assman:


AssViewer:


Thanks for your help.

-fanMagic.
8 years ago
I use Tom's tutorial to add auto turrets: http://www.zombiemodding.com/index.php?topic=1512.0

But I get an error when i go near a turret (misc_turret) and my game crashes. I also can't see the turretmodel in game.
8 years ago
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...

8 years ago
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:

Code Snippet
Plaintext
main()
{
trig = getEnt ("mysound","targetname");
trig setHintString ("Press &&1 to play sound");
trig setCursorHint ("HINT_NOICON");
trig UseTriggerRequireLookAt();
trig waittill ("trigger");
trig Delete();

        //////// Play sound here \\\\\\\\
}

Thanks for your help.

-fanmagic.

If you could give an example i will be very thankful coz i'm a noob in scripting.
8 years ago
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 ...
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

//=========================================================== \\
// ===================== Drawable Chalk ===================== \\
//=========================================================== \\
main()
{
trigger_off("place_weap", "targetname"); // Point where you can draw the weapon
trigger_off("mp40", "script_noteworthy"); // Trigger to buy the weapon
brush = getEnt ("weap_draw","targetname"); // Weapon chalk after drawing
brush hide();

trig = getEnt ("weap_chalk","targetname"); // Trigger to take the chalk
trig setHintString ("Press &&1 to pick up the chalk");
trig setCursorHint ("HINT_NOICON");
trig UseTriggerRequireLookAt();
trig waittill ("trigger");
trig Delete();

iprintln ("You take the weapon chalk"); // Message to show on display

brush = getEnt ("weap_paint","targetname"); // Delete the chalk after you take it
brush delete();

trigger_on("place_weap", "targetname");

trig = getEnt ("place_weap","targetname"); // Trigger where you place your weapon
trig setHintString ("Press &&1 to draw the weapon");
trig setCursorHint ("HINT_NOICON");
trig UseTriggerRequireLookAt();
trig waittill ("trigger");
trig Delete();

brush = getEnt ("interrogation_point","targetname"); // Disable the interrogation point
brush delete();

brush = getEnt ("weap_draw","targetname"); // Show new weapon chalk
brush show();

trigger_on("mp40", "script_noteworthy"); // Trigger to buy the weapon
}

//=========================================================== \\
// ===================== Drawable Chalk ===================== \\
//=========================================================== \\

3. Customize the script for the weapon you want in these lines.
Code Snippet
Plaintext
trigger_on("mp40", "script_noteworthy");						// Trigger to buy the weapon
trigger_off("mp40", "script_noteworthy"); // Trigger to buy the weapon
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:
Code Snippet
Plaintext
maps\_zombiemode::main();
and place this under it: ( replace "weapon_chalk" with your filename )
Code Snippet
Plaintext
thread maps\weapon_chalk::main();

So it looks like this:
Code Snippet
Plaintext
maps\_zombiemode::main();
thread maps\weapon_chalk::main();
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
Code Snippet
Plaintext
Targetname - Weap_Chalk  // Trigger where you take the chalk
Trigger-Use
Code Snippet
Plaintext
Targetname - Place_Weap  // Trigger where you draw the weapon
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
Code Snippet
Plaintext
Targetname - Weap_Paint  // Chalk to draw the weapon  --> delete after you take it
Brushmodel
Code Snippet
Plaintext
Targetname - Weap_Draw  // New chalk after you draw the weapon
Brushmodel
Code Snippet
Plaintext
Targetname - Interrogation_Point  // Interrogation point where you draw the weapon --> delete after drawing

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...  :)

-fanmagic.
8 years ago
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 :)

Thank you for your help...

-fanmagic.
8 years ago
Hello,
I want to know how i can delete a model after i use a trigger for example with this script:

Quote
main()
{
   iprintln ("Objectives");
   wait 5;
   iprintln ("Take the key!");
   
   trig = getEnt ("key","targetname");
   trig setHintString ("Press &&1 to take the key");
   trig setCursorHint ("HINT_NOICON");
   trig UseTriggerRequireLookAt();
   
   trig waittill ("trigger");
   trig Delete();
   iprintln ("Objective complete");
}

So it looks something like this:

Quote
main()
{
   iprintln ("Objectives");
   wait 5;
   iprintln ("Take the key!");
   
   trig = getEnt ("key","targetname");
   trig setHintString ("Press &&1 to take the key");
   trig setCursorHint ("HINT_NOICON");
   trig UseTriggerRequireLookAt();
   
   trig waittill ("trigger");
   trig Delete();

---> Delete model here <---

   iprintln ("Objective complete");
}

So when I use the trigger with the targetname "key" the model with the targetname "key1" will delete.

Thanks for your help.

-fanmagic.
8 years ago
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.

So can anybody help me, please?

Aiden's Kino Teleporter:
https://ugx-mods.com/forum/index.php?topic=2013.0
8 years ago
[WIP] Delivery - Black Day

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
8 years ago
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