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Messages - gympie6

Nice you stole someone his powerup (Atleast credit the guy you stole it from) but I will help with the sound:
  • Tutorial adding sounds: https://youtu.be/wVmWFarXQpk
  • I guess at the beginning you add this?: add_zombie_powerup( "CUSTOM PERK NAME", "MODEL", "TEXT");
  • Then you need to find this: powerup_grab()
In the method you see this:
Code Snippet
Plaintext
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);    

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }    
}
change it to this:
Code Snippet
Plaintext
powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);    

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "CUSTOM PERK NAME":
                        // FUNCTION METHOD
                        players[i] thread powerup_vo("full_ammo");
                        break;

                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }    
}
And you are done.
5 years ago
which message(s) shows up multiple times?

Do you still need help with the "PlaySound" function?
5 years ago
This is my checklist when I add new weapons to the mod:
  • Added to the modbuilder?: weapon,sp/NAME
  • weapon checked in the modbuilder?
  • Added in _zombiemode_weapons?: add_zombie_weapon( "NAME",  "PRICETAG",   PRICE,    "VOICEOVER",   0 );
  • Added in _dlc3?: include_weapon( "NAME" );
  • (Optional) Upgraded too?: include_weapon( "NAME", false );
5 years ago
If you mean the "Der Reise" map and stuff you can't. Those are located in the .ff files. Maybe you can rip those files but I don't think so.
5 years ago
Can you post the error here?
Otherwise follow the general steps:
1. Enable Console in settings
2. In console type and enable this: "Developer 1"
3. Run the map and you will see the error, post it here and maybe I can give you advise how to solve it. :)
5 years ago
@klevi @akch14 Thanks :)

@galal mehrez it came out of nowhere. I haven't announched it or anything.
 
5 years ago
DjinnCaves

No T4M Required!








Story

The famous good old heroes went inside a dark secret cave of the Djinns.
The cave however is not stable so the exits are collapsed and the heroes are trapped!!!
In panic they try to find a new way out but without succes...
The horde of zombies seems to be normal but that isn't true, there are new types they have never seen before, How long they can survive is up to you!
(There is no easteregg or buyable ending in this map)


This map was requested by Wakizashi, I just want to make his dream come true so I helped him creating this cool map by his own level design.
There is a lot of action and pure survival! There is no exit and no way to run. The heroes have to go through this nightmare until the cave go dark...

Downloads

MIRROR 01

Installer

Manual

MIRROR 02

Manual

People playing the map! :)




Credits

Credits
Community
Treyarch & Activision
UGX Mods and Zombiemodding

Wakizashi (Level Designer)
Gympie5 (Scripter, Modder and Mapper)
IamBEAR
RedSpace200
Bamskater
Harrybo21
AwesomePieMan
Fusorf
Tom_BMX  
DidUknowiPwn
Don Gooney  
Tim Smith(aka BaD BoY 17)  



5 years ago
I couldn't give you a solution for this problem but since you fixed it, can you share your answer?
5 years ago
It looks cool dude!! :)
I wish you the best of luck creating this map!
5 years ago
It looks like you already solved it, it can be hard creating zones and stuff.
For the people that have problems making zones look at this tutorial:

5 years ago
Looks good so far.

Had a broken gun at the beginning of the round....

https://gyazo.com/ca60fe5dd558aa77c424941587ed1c8b

But at all, good work :D
That is because you are using T4M. This is one of the side-effects that can happen.
5 years ago
yoo i just saw this but thanks for potting my vid (#2) on your mod page !

seriously thanks gympie6 :)
I love to do it for my fans! :)

Double Post Merge: July 12, 2020, 09:54:39 pm
Nightfire remake thanks!!
10/10 best game in the world!

Double Post Merge: July 12, 2020, 09:55:42 pm
So I had a really weird glitch when playing with friends where one friend after dying ended up being disconnected (that's probably a waw issue tbh), while the other became unable to shoot entirely. As in even after buying new guns he couldn't shoot. Could still throw grenades and knife but could not shoot. You have any idea why that is happening?
No idea, never got it. I hope replaying the map will solve the issue?
5 years ago
This map was really easy imo. Mostly because once you get PHD at the 3rd level you can just avoid getting hit by jumping off the side if you get surrounded.
yeh maybe I should have moved that more to the top.

Double Post Merge: June 30, 2020, 03:12:16 pm

My personal review of the map: If you play solo on this map, I can see how it is possible to win this in an efficient way. I understand this map is meant to be a challenge but it is not meant to be a multiplayer map. The size of this tower prevents players who die late in the game to get back into the game since they literally spawn at the bottom of the tower while fighting with nothing to get to the top. Everyone is hoarding points by getting their own kills, someone goes down and loses perks, repeating the process by using points, now you're set back even further. I personally feel like there should be two modes, solo can be 100k and then multiplayer should have the ability for each player to contribute 25k to get the complete ending. This makes the map challenging still while also requiring players to all hold their own and make sure they are getting to end with enough points. Just have four panels require 25k points to complete the map basically.

IMO I feel like the 100k is quite high. The amount of time spent on this map would be insane even by going solo which would be the quickest way to complete this map tbh. Besides the ending amount, I felt like the literal custom zombies in the map that would spear you, teleport, and explode were a little excessive, especially the teleporting zombie. Cheese cube unlimited had one miniboss which was an inferno zombie and that was it. The last thing I am a little annoyed with is the height of the tower. Again I'm aware it's a challenge map but I still feel that it could still be challenging if it were scaled down by like 5 levels at least. The time it would take to accomplish this map outside of solo would be insane. I highly suggest changing the map specifically for multiplayer, if you want to leave it as it is for solo I don't see that being an issue.

What I would change if I could:

1. Reduce the number of levels on the tower by at least 5 (can be scaled down more if necessary)

2. Remove teleport zombies

3. Remove some of the custom perks and replace them with other ones (like come back as a zombie)

4. Make Double-tap acquirable sooner (not too early)

5. Change either the ending price or have sequential purchasing panels (25k panel x 4)

6. Change the EBR or shotgun wall buy at the beginning to a somewhat weak smg

7. Add another perk on PAP floor

8. (Not sure if they are in the box) Add claymores as a wall buy at a high-end floor


Just my thoughts on the map. I did play this map with three other friends and we attempted it 3 times. Again this map honestly isn't meant to be a multiplayer map unless some changes could be made IMO. This map is alright to me but I don't think I can see myself attempting the completion of it. Sorry, hopefully this was somewhat helpful feedback. Thanks for reading.
Even indeed 100.000 is maybe too much but I have a feeling that when someone is trying something different it isn't good.
I need to remove a few features from the map to enjoy you with the same generic stuff you see in every tower map.

I am sorry I have no claymores. I see no point to place the double-tap lower because it's pretty op for a tower map.
5 years ago
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