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Messages - fanmagic

Hey, my power switch is not working. I have placed it into the map, and I have tested different power switches such as Sniperbolt's tutorial one and Harry Bo21's. I have even followed a tutorial on how to make one, and it isn't working. I'm not sure if this has anything to do with it, but the power switch is on the second floor.
Do you see a hand icon, when you stand next to the power switch?
6 years ago
Worldmodels can be fixed by just adding the camo variable in this line:
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worldgun setModel( GetWeaponModel( current_weapon+"_upgraded" ) );
So it looks like:
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worldgun setModel( GetWeaponModel( current_weapon+"_upgraded", variable ) );

But would require level variable so it carries over the multiple functions so you don't have mismatching models showing up, same with using _zombiemode_weapons.gsc. Did the same thing for Perish when I fixed the worldmodel issue like year ago
I'll add this to the tutorial later on. Thanks again :)
6 years ago
You don't have to copy the sounds into your mods folder. They will be added via the soundalias in the mod.csv. You also have to add the weaponfiles into it.
I basicly copy all files into raw. After that i copy the images and weaponfiles into the folder of my mod. Then i add the soundalias and weaponfiles into my mod.csv like this

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sound,msmc_sfx,,all_sp
weapon,sp/msmc
weapon,sp/msmc_upgraded

Add the weapons into dlc3_code.gsc and _zombiemode_weapons.gsc.
Done. ;)
6 years ago
Hi guys
How can i change the color eyes of zombies ?
And thanks  :)
You have to search the image file for the zombie eyes and edit it. I can't remember how the .iwi is called, but maybe someone else will. :)

You could also use this if you like
https://www.ugx-mods.com/forum/index.php/topic,2872.msg28480.html#msg28480
6 years ago
My zones wont properly.  I want the zombies to spawn in zones 1 and 3 when I'm in zone 2, and if I'm in zone 2 and 3 hasnt been entered, I only want zombies to spawn from zone 1 and 2.  But when I do the zones and doors properly, the zombies only spawn in the 1 zone I'm in.  Any ideas why?

PS.  I would also like to know the line to have doors make a sound when you open them like on Der Riese.  I tried looking them up, but to no prevail, I get nothing on that matter.
It sounds like you haven't add the zones correctly. Maybe this could help you.
https://confluence.ugx-mods.com/display/UGXMODS/Ultimate+Guide+to+Zones+in+v1.4+Maps
6 years ago
You should do one change to the script where you set the random camo as variable at the start of PaP'ing and set the variable on giveWeapon + on worldmodel (You don't have worldmodel stuff setup unless that is not possible in WaW) Also what is the _zombiemode_weapons.gsc part for? Curious. Good tutorial anyways, nicely laid out and easy to follow
Thanks. :)
I also noticed that the worldmodels doesn't work.

I think that the function in _zombiemode_weapons.gsc is called when the player has two weapons, so i changed it there to choose a random camo too.
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primaries = player GetWeaponsListPrimaries();
if( isDefined( primaries ) && primaries.size >= 2 )
{
player maps\_zombiemode_weapons::weapon_give( weapon+"_upgraded" );
}

6 years ago
BO3 Random PaP-Camos
_________________________________

I made this little script a few minutes ago for my upcoming map.
It will give you a random Pack a Punch camo on your gun like in BO3.
_________________________________

Open your _zombiemode_perks.gsc and find this function:
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third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine )

Replace the complete function with this:
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third_person_weapon_upgrade( current_weapon, origin, angles, packa_rollers, perk_machine )
{
// FM Randm PaP Camo
level.camo = randomintrange(0, 4);
// FM Randm PaP Camo

forward = anglesToForward( angles );
interact_pos = origin + (forward*-25);

worldgun = spawn( "script_model", interact_pos );
worldgun.angles  = self.angles;
worldgun setModel( GetWeaponModel( current_weapon ) );
PlayFx( level._effect["packapunch_fx"], origin+(0,1,-34), forward );

worldgun rotateto( angles+(0,90,0), 0.35, 0, 0 );
wait( 0.5 );
worldgun moveto( origin, 0.5, 0, 0 );
packa_rollers playsound( "packa_weap_upgrade" );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles+(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.35 );
worldgun delete();
wait( 3 );
packa_rollers playsound( "packa_weap_ready" );
worldgun = spawn( "script_model", origin );
worldgun.angles  = angles+(0,90,0);
worldgun setModel( GetWeaponModel( current_weapon+"_upgraded", level.camo ) );
worldgun moveto( interact_pos, 0.5, 0, 0 );
if( isDefined( perk_machine.wait_flag ) )
{
perk_machine.wait_flag rotateto( perk_machine.wait_flag.angles-(179, 0, 0), 0.25, 0, 0 );
}
wait( 0.5 );
worldgun moveto( origin, level.packapunch_timeout, 0, 0);
return worldgun;
}

Next find this function:
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wait_for_player_to_take( player, weapon, packa_timer )

Near the end of the function you will see this line:
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player GiveWeapon( weapon+"_upgraded" );

Replace it with this line:
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player GiveWeapon( weapon+"_upgraded", level.camo );

Now open _zombiemode_weapons.gsc and find this function:
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weapon_give( weapon, is_upgrade )

Go to the end of the function and replace:
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self GiveWeapon( weapon ); 

With these lines:
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self GiveWeapon( weapon, level.camo ); 
_________________________________

That was the scripting part. Now you have to open your weaponfile for your upgraded weapon.
In this example I will use 'wind_staff_upgraded'.

Open your weaponfile with a text editor and search for this:
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gunModel2\\

Paste the name of your 2nd viewmodel inside the backslashes like this:
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gunModel2\t6_wpn_zmb_staff_air_view2\

Repeat this up to gunmodel4 so it look like this:
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gunModel2\t6_wpn_zmb_staff_air_view2\gunModel3\t6_wpn_zmb_staff_air_view3\gunModel4\t6_wpn_zmb_staff_air_view4\

Now do the same thing again, but search for this to change the worldmodel too:
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worldModel2\\

It will look like this:
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worldModel2\t6_wpn_zmb_staff_air_world2\worldModel3\t6_wpn_zmb_staff_air_world3\worldModel4\t6_wpn_zmb_staff_air_world4\

_________________________________

After that you have to create the models you named inside the file. I think that you'll know how to do that.
Copy and paste your xmodel, rename it to the name you gave them in the step above, open them with a text editor and change the material to your new pap camo.
If you need more help with this just ask down below. :)
_________________________________





_________________________________

And that's it! I hope you like it :)

Please give credits to:
fanmagic
Harry Bo21
Spoiler: click to open...
Here I learned how to change the models. Thank you ;)
https://www.ugx-mods.com/forum/index.php/topic,8558.msg93051.html#msg93051
6 years ago
This looks awesome!  :)
6 years ago
For some reason, when I added shippuden1592's IW Vlad and ricos FFAR, the nonupgraded version does not appear even though I used the console to give the said weapon. If anyone can help, that would be appreciated.
Do you get any error message while building your mod?
6 years ago
After a pretty short distance, some of my xmodels and decals disappear in game. Is there any way to fix this or no?
You can change the distance in the assetmanager. Export your model and change it, convert it and your fine. :)
6 years ago
lol you mean "caulk" not "chalk" lol
my mistake :D
6 years ago
Make sure that you have a lightgrid volume, a skybox and a caulk box around your map with a sky texture on it. Maybe it has something to do with one of these things. But i'm not sure, i'm better in scripting than in mapping  ::)
6 years ago
what if i put find_flesh?

Double Post Merge: March 03, 2018, 11:55:41 pm
Uhh so i tried all of that but the zombies spawns by it self without the trigger and again the issues with points and other zombies chasing the player happened
Then make sure that all of the kvp's in radiant are correct.
6 years ago
If I were to make him spawn in a separate open area without windows would it work?
He needs a traverse node to start "searching" the player.
6 years ago
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