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Contact Support - Help Center Get help on the UGX Discord. Join it now!Is there any ways to move or spawn nodes through scripting? I have a ship that moves from one location to another with negotiation and path nodes and I need them to move along with the ship.
so it should look like this right
sound,aliasHERE,,all_sp
also my song file and folder show up in modbuilder and is checked won't let me upload the screenshot without a url link im not wasting my time uploading it i dont use "social media" so i have nowhere to dump it anyway but its all showing up and is ticked but still nothing there has to be something im just not understanding about all this
dosent have to be
sound,folder/alias,,all_sp in the mod csv
Double Post Merge: July 09, 2019, 01:19:38 am
also when i do finally get this working if i ever do lol how would i go about adding more sounds to the alias to be used will it just play all the sounds when the egg is done or can indivual sounds be called like say i added some sound fx to the mix later using asylum as a reference there are all the sounds fx and music in the csv is there a way to do this kind of thing without it just randomly playing them all i know im probably a pain in the rear but i dont get the whole csv thing i can code c++ okay but other things like csv and csc whatnot i dont really get
as i mintioned before i used the header from asylum csv and for the egg i copied the mx_egg line and modifyed it to match my alias and folder location
i have it like this duno if this is wrong it was from a tutorial on YT
this is the working code
sound alias
i have it like this ill try with (all_sp) i did it with (all_mp) before and that didnt work for me either
could the sound not be converting right or something i used audacity newest version i believe and coverted to unsigned 8 bit pcm and removed tags as directed
Feel kind of strange making a review without beating the map, after giving it several tries and think the best so far is in the 30s
here's my pros and cons and overall of this map
pros:
main menu is great
double pack is great and rare in maps, even better its not just bo3 style repack its new camo, more ammo
I liked the generators
The banzai zombies are funny and interesting
The maps overall aesthetic is interesting (although sadly I can't record on it because all that snow kills my fps)
Many wide open area fantastic training spots and camping
Added perks are interesting and sometimes useful
cons:
weapons:
personally the weapons could use a bit more variety from other games
weapon glitches:
The cm-90 animation while running is glitchy with fov 90
acr run animation is also glitchy at fov 90
Map glitches:
had a moment when I got into the elevator and while it was moving got stuck in the corner and couldn't move
Map itself:
The cave is so dark you need nearly max brightness to see something (which was probably on purpose)
The underground area with that green pit, oh I was so pissed when I fell in there (so pissed in fact I said oh screw it loaded up my mod menu, +infinte points, frozen zombies, and went exploring, I did take off the mod menu for later tries)
The pap area, why do zombies spawn in there, its almost impossible to pap unless you have like 1 zombie left at end round
zombies:
Why, why did you have to add nova zombies!
I hate nova zombies, part of the reason I can't play kino
also why the engineer as a boss, that feels a bit generic since most maps have him
The teleporter I don't quite understand his role much
overall:
fun:7/10
replay:6/10 (for the ee/high round)
difficulty6/10
style:7/10
zombie types:7.5/10
weapons:5.5/10
weapon repack:6/10
layout:8/10
(could easily see myself getting to high rounds just matter of time and not turning the power on)
i fixed it but still no music when i do the egg but the for works fine now
Hello! I'm new to scripting and I wanted to create a door that opens when, in my map, three perk bottles are shot. However,
after following this tutorial I'm only left with this (taken from console):
What did I do wrong?
Okay, what you are saying makes sense however my knowledge on how to write code isn't the greatest. What would a line of code look like that would "check which weapon the player is holding"?
okay so i been working on a sound EE and after about a month of research trial and error i got the code in the gsc functioning only problem is when i comlete the egg my sound doesnt play now im not sure if it has to do with how im calling the code in the gsc or if it is the csv i coverted the song to mono removed tags converted it in launcher copied that file from raw sounds to mods i used the header from asylum for the csv and took the mx_egg line and edited it to match my sound alias i personally am leaning to it being a csv issue as all the gsc code works just not the playSound part so here these are the scripts also i have the song in mods/mapname/Song and in the raw/sounds/Song and again in sound_assets/Song i just don't understand what i am doing wrong
Hey guys!
Question is as the title says it. I was wondering how to write a line of script that makes it so you have to use only the bowie knife in order to enable a trigger damage? I am wanting the player to have to cut a chord in the map, but I want it so that only the bowie knife can cut the chord. Any help would be much appreciated!
hi all
i am working a map that i need to save game some area.is it possible to create quick save or manually save game to start game after die from last place that saved?
I need download to quick revive plz.
I have tried downloading and placing the file in my mod folder multiple times, however when I load up the map, I am unable to play due to a slew of texture glitches. I have no clue what is causing it
I seen to be having a problem with eye glowing continuing after death. I followed the tutorial foudn here:
https://www.ugx-mods.com/forum/scripting/50/glowing-zombie-eyes/2872
Here is the relevant code found within my
_zombiemode_spawners.gsc file:
The glowing eyes just stay there even after the zombie despawns. It's a rather old issue that I have, so I thought I would get around to fixing it.