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Contact Support - Help Center Get help on the UGX Discord. Join it now!Hello,
Okay, so I don't know if I should really be asking this here, but since this is a modding website I thought I would...
So recently I got back into playing waw multiplayer again and I discovered the Pezbot mod (I know, it's been out for awhile...) and I have been having some fun messing around with it by myself. Now since I'm playing offline in a way, I was wondering how I would go about editing the weapon files in multiplayer so that I could change the sounds, as well as maybe change the weapon overall.
The reason why is because I want to try and switch around some of the weapons that have better versions of themselves, as well as edit their firing and reload sounds, so that the weapons would look, feel, and sound more proper. An example of this would be to change the Original MP40, to the MP40 that is in Black ops 2 Origins, or Change the Thompson to the M1927 that is in Mob Of The Dead from BO2.
This shouldn't be to hard to do, as their are ported weapons already from the other call of duties found in the various custom zombie maps, but I could be wrong, that's why I am asking...
Any help would be much appreciated!
help with solo??
Hello guys. I'm working on a new Zombie Map and all seemed to work fine. Until I had some problems with the zombies finding the player.
This is the layer of my map:
(Image removed from quote.)
Zombies doesn't have any problems to find or follow the player when I buy the doors to PathB_1 or PathA_1, and I change area (for example, to PathA_1 to Start_Zone). But, if I buy, for example, the door to PathA_2, all the Zombies in the area PathA_1 and below freezes and stops to moving. Zombies in the area PathA_2 will continue to spawn and find the player normally, but the others in PathA_1 stay blocked and do nothing. This also happens when I change zone to PathA_2 to PathA_1, or some other areas. When I change area, the zombies in the area PathA_2 stops to moving. This happens to ALL the areas of my map, except for Start_Zone, PathA_1, and PathB_1.
(Image removed from quote.)(Image removed from quote.)
They simply freeze and do nothing.
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This is the area declaration on the Mapname.gsc. Note that "percorso" simply means "Path" in Italian.
What could the problem be caused by? It's a declaration area problem, or a Pathnode problem? Thank you for the help!
Hey guys! Really appreciate you guys clarifying that for me. It makes a lot more sense now. If you don’t mine me bothering you with one more question, when is it best to use “level”, “player”, or just threading the next function without anything in front of “thread blah blah blah”?
players = getplayers();
if (players[0] hasperk("specialty_armorvest"))
for (i = 0; i < players.size; i++)
{
if (players[i] hasperk("specialty_armorvest"))
{
// do stuff
}
}
waittill("trigger", player);
Will you ever finish this also. You may wanna move it to, WIP zombies maps.
Thanks! I really appreciate you helping me out! Just curious, what does"self" exactly do in terms of scripting? I've seen it used before, but I don't fully understand how it works.
Hey guys! I'm sure this is a simple thing to script, but I am lost as how to do it. How would one script it so that when I press "F" on a trigger, it will temporarily be unavailable to use until the script for that trigger has run? Example:
I press "F" on a trigger and it turns on a trap. While the trap is running I want the trigger to be unavailable and to have it give no indications of being able to press "F" (it will no longer say press F for blah blah, instead it will saying nothing) until the trap has finished running. Once the trap has finished running I then want the trigger to be able to be used again and to say "Press F to use".
I know how to change the hint icon for the trigger, but what I am mostly wondering is how to make the trigger temporarily unavailable. Any help would be much appreciated!
self disable_trigger();
wait 15; // counter
self enable_trigger();
Hi, I'm using SniperBolts Tutorial Prefab's mystery boxes and the box does not move from the start location, I have checked the kvp's of each boxes and they are all correct. please help!
When I play co-op in my map, quick revive turns on like as it would in solo. I know that it should turn off as any other perk in co-op, so I am wondering if there is a fix for it.
flag_wait( "all_players_connected" );
Thanks for sharing the video best card 2019 Waw
This honestly is one of the best maps I've seen in a while, for it's size and how much it feels there is to do, along with the suicidal like boss round, which i found entertaining. I can't wait to play this more with friends, and I feel next to origins, this can be one of my favorite maps ever. I only have one question and that is about the Primo Victoria perk. How much "Health" or "Shield" does it give you. Even if it's just an extra 50 (which should let you live maybe, what, one more hit?) I just wanna know, since it seems like a mini jug, which I really like as a concept
Hi, i'm working on a custom map and i was wondering if is there a way to give a zombie a lightning effect or fire effect, thanks in advance
fx,YourFxLocation
level._effect["Your Effect Name Here"] = loadfx("LOCATION");
PlayFxOnTag( level._effect["Your Effect Name Here"], self, "JointName" );