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Messages - gympie6

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!
 From my experience it isn't possible to change the damage or other stats of the weapon it self but it is possible to change the sounds and camos. I think everything can be found in the root/main folder.

I know that in cod4 it is also possible to change the weapon model itself but I don't know if this is also possible for cod waw. That is something I will look up for ya. I will update this answer when I have more news.
6 years ago
help with solo??
 Enable your "console" in the settings.
Then press "~" and type: devmap nazi_zombie_deadhouse

I think that is the name, it's the same name as the downloaded folder most of the time.
6 years ago
There are a lot of waw custom zombie maps where they use verruct soldier voices so I think it is possible to use them. Maybe the soundalias is wrong but the locations of the sound are not?

Make a backup of the dlc3 soundalias and try to change the location path of all the voices to verruct ones. 
6 years ago
From what I see you want to change the volume of the sound to, for example 750%. This is not possible.

So I think what you need to do is change it to 0.75.
It goes from 0.0 (0%) to 1.0 (100%) decimal.

Start with changing these volumes and if this still happens please report the errors here
6 years ago
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.

(Image removed from quote.)

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!
I need more information about the triggers in radiant because you need them at both the sides of the door with the right script_flag.
and the names of the "enter" zones are very confusing. They are switched?

I mean "pathA2" is going to enter "pathA1" but still is going to move from "pathA1" to "PathA2". ( "enter_percorsoA1A2_zone" );
So it looks like there are problems with using the right names?


What I did for example is giving every zone it's own name and every direction it can go too.
This is better for me to setup and understand.

6 years ago
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”?
It's best to start first with "self" in all the methods but sometimes you need extra hands to make the job done.

If it goes about the player you need to get the player.
In cod waw you can do this:
Code Snippet
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players = getplayers();
Maybe you want to check if the player has a certain perk:
Code Snippet
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if (players[0] hasperk("specialty_armorvest"))
For all the players:
Code Snippet
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for (i = 0; i < players.size; i++)
{
     if (players[i] hasperk("specialty_armorvest"))
     {
        // do stuff
     }
}
Or you want to write functions for the player activating the trigger:
Code Snippet
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waittill("trigger", player);
Because of the "waittill" function the game will wait at that point until it's triggered.
But sometimes you want to do other things while waiting and that's where the "thread" comes in.
You should see it as a road way that splits into two directions.
Normally you can only take one of the paths so you have to ask a friend to walk the other path.
That's what a thread does. (I am not sure you are known to this so that's the reason I explain this)

The "level" is a great static global database (don't have a better name for this currently) that can be used in every script.
The problem is that if you change a property somewhere it will be changed in every script where you call "level".
I think you already see the point.

I use "level" to update the scoreboard for example all the points, deaths, kills revives ect.
I used it last time to let all the zombies know that the solo player is in last stand mode.
It show results that the zombies go to a point I marked with a struct on the map.

See "level" as a webpage you want to share with anyone.
If you change the styling and save it then everyone can see the changes.
6 years ago
Will you ever finish this also. You may wanna move it to, WIP zombies maps.
No he quit modding. Maybe he is helping here and there but this is what you can get.

@ShinyAKAEon
That's what you have to deal with good luck!

@cristian_morales
You did a great job at making this mod!
It seems people hope you will finish the map and can't read the front page.

6 years ago
The person "Level" in this case is a static person. You can call him in every script and use his properties to do things.
6 years ago
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.
The person executing that task.
It could be a player, ai, trigger, model ect..

Cod likes to work with who does what?
Person1 wants to push a button. (player)
Person2 (the trigger) wants to be turned off for 15 seconds.
Person3 likes to walk a path.(ai)

You can also see "self" as "this" but "this" is the owner of the class and "self" is the owner of the method.
 "self" is the person running the method like for example a boss in a restaurant.

I see this is a bo3 question instead of waw, maybe it's just the same or it has another function name. I think you will find something similar in the perk script.
6 years ago
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!
Use this:
Code Snippet
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self disable_trigger();

wait 15; // counter

self enable_trigger();
6 years ago
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!
This question is placed in the wrong section. I am afraid I can't help you with this. The only thing I can recommand you is by making a backup of your .map file (plus mod) and use a scriptplacer. 
6 years ago
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.
Yes add this at top of your method:
Code Snippet
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flag_wait( "all_players_connected" );
For example like this:

 
6 years ago
Thanks for sharing the video best card 2019 Waw
@MDNAkilla81
 I have seen all your streams about my maps and I like them a lot. To return the favor I want to thank you for playing my maps!

@SirusLight
You really took the time to write this review I appreciate that.
Also I am glad you enjoyed the map and what you review here is certainly good feedback!
If I am going to resolve some issues I will take a look at that as well.
6 years ago
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 SirusLight and Tim Smith.

Thank you guys both for the feedback!

To answer SirusLight's question if you buy jugg you will get 150 extra health.
Primo Victoria gives you 100 extra health that works for 7.5 with a cooldown of 14 seconds after you got hit.

If you buy both the perks it will stack with each other to a maximum of 350 health. (You start with 100)
6 years ago
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


Yes that is possible!

First find the fx that you like and save the file names. (It's best to use a single fx effect)
Second, add this fx in your modbuilder!



Code Snippet
Plaintext
fx,YourFxLocation
The root starts at: C:Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\fx
Then add this into your mapname.gsc.
Example:

Give it a name and your location.
Code Snippet
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level._effect["Your Effect Name Here"] = loadfx("LOCATION");
Still your root starts at: C:Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\fx
Then at last add this:

Code Snippet
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PlayFxOnTag( level._effect["Your Effect Name Here"], self, "JointName" );
If you want to place it on another joint choose something from this list:
https://wiki.zeroy.com//index.php?title=Call_of_duty_5:_Player_Models_Joints_%26_Tags
Compile plus build your mod and you are done!
6 years ago
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