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Messages - gympie6

Thank you for the reply, sorry it took me so long to respond, I was dealing with irl stuff and haven't had time to work on my map. I'm not very knowledgeable when it comes to coding, I have taken a c++ class and a visual basic class, and knew enough to make a B both times, but I don't fully understand alot of the concepts.

Looking at the stuff you can provided, I can tell I need to have the Tigger_use targetname set to buttons, which Im assuming all the models can be any name I want, in my case; "button1", "button2", and "button3".

I can see a couple of sections were you notifiy the play that they pressed the button and then making a new button visible.

I pretty much have a good concept on what you did, but I just have a couple of questions.

The first one is about the section where you said to put the stuff I want, what exactly does that entail. Besides it just being random and making another button visible (which is in the code) and then having it cost an amount to use the trigger, couldn't I just apply that to the trigger use?

Secondly, where do I put this script, would it go in my "mapname.gsc" file or do I have to make a new one, if I am required to make a new one, how do I go about doing that, I tried to make one with notepad++, but couldn't find a way to save it as a .gsc file (I'm assuming, I need an extension?).
This is an example of what you can do:

Code Snippet
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example()
{
players = get_players();

buttons = getstructarray( "buttons", "targetname" );
buttons = array_randomize( buttons );

while(1)
{
// buttons[0] setHintString("Give this trigger a name");
buttons[0] waittill( "trigger" , player );
player iprintlnbold("You pressed on this button");

// The cost of the trigger
if(player.score >= (150))
{
// Remove 150 points from the player
player maps\_zombiemode_score::minus_to_player_score(150);

for(i = 0; i < players.size; i++)
{
// First trigger
buttons[0].target SetInvisibleToPlayer ( players[i] );
buttons[0] disable_trigger();

// Second trigger
buttons[1] enable_trigger();
buttons[1].target SetVisibleToPlayer( players[i] );
}

break;
}
}

while(1)
{
// buttons[1] setHintString("Give this trigger a name");
buttons[1] waittill( "trigger" , player );
player iprintlnbold("You pressed the second button");

if(player.score >= (300))
{
// Remove 300 points from the player
player maps\_zombiemode_score::minus_to_player_score(300);

// Do what you like
break;
}
}

// and so on...
}
and you can place it here in YourMapName.gsc
Code Snippet
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    /*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

--> Your Method Goes Here <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
1. Yes maybe you can get the cost of the trigger in radiant but I think it's best to do it in script.
2. It's best to copy a gsc file, clear it and then use it for your own stuff.
5 years ago
All of my scripts that use flag_wait have:
Code Snippet
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#include common_scripts\utility;
Where would I call flag_init "all_players_connected". I would assume the system would do this because I assume that the system is the one that sets the all_players_connected flag when the game starts.
I think I see the problem.
Go to maps/house.gsc and scroll down to line 122.
There you will see this:
Code Snippet
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maps\_zombiemode_firstroom_sealer::main();
I think that should be placed under this:
Code Snippet
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maps\_zombiemode::main();
Code Snippet
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/*--------------------
ZOMBIE MODE
----------------------*/
[[level.DLC3.weapons]]();
[[level.DLC3.powerUps]]();
maps\_dig_site::PreCache_dig_site();
maps\_soul_chest::PreCache_soul_chest();
thread maps\dw_fx::init();

maps\_zombiemode::main();

-->  maps\_zombiemode_firstroom_sealer::main();  <--

thread dual_wield();
thread maps\_soul_chest::main();
thread maps\_dig_site::main();
// level thread spawndogs();
maps\weapon_shop::init();
maps\nova_grenade::init();
level thread maps\berg_walking::main();
level thread Kill_trigger();
level thread shop_fx();
level thread switch_fov();
level thread easter_egg_toolbox();
level thread easter_egg_zombie_escort_trigger();
level thread easter_egg_zombie_escort_hunters();
5 years ago
I have seen the same suggestion on other posts, but I don't really think that fixes that problem (more like just ignoring it). If possible I would really like to find out what is causing the problem and fixing it, so that I don't have to leave developer mode to further develop my map.
From what I see the script is not recognized in maps/_zombiemode_firstroom_sealer.gsc

Have you tried to add: 
Code Snippet
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#include common_scripts\utility;
at the top of the script?
 
5 years ago
I've been searching everywhere, from youtube, to the UGX forums to the zombiemodding forums, and I can't find anyway to make a custom barricade, does anyone know where to find the tutorial on how to do that?
If you want something cool you can look at this prefabs:
https://www.ugx-mods.com/forum/index.php/topic,4602.0.html
https://www.ugx-mods.com/forum/index.php/topic,4505.0.html
5 years ago
I need some help with 2 things1) Let's suppose i know how to install custom chars and i also have the audio files for voice covers. How do i install them?2) i've seen on scripts that for example they also call some audio except the main part. For example ``trigger playsound("cha_ching");`` Where can i find the file of these sounds? i think it's called SFX but i looked and found nothing. I appreciate any good suggestion.
1. You have to go to Call of Duty World at War\raw\character and copy all the
char_zomb_player_0's,
char_zomb_player_1's,
char_zomb_player_2's
and char_zomb_player_3's to your modfolder.

Then open them up and replace them with your own xmodels, don't forget to add these models to your modbuilder.

2. Then go to Call of Duty World at War\raw\soundaliases and openup dlc3_vox.
I think everything you need should be located in that file.
Now make a new soundalias, copy all the lines to your own and change all the pathing location(s) if you need to your own voiceovers.

Add the new soundalias to your mod and you are done.
5 years ago
I can't think of exactly how I want to word this, but what I'm trying to do is one of 2 things.

First option: Have a set of buttons the player has to buy. Let's say in this case 3 of them. You buy the first one and it makes an button visible that wasn't visible before. Then you buy that one and it makes another button visible and when you buy that one it opens a door.

Second option: Basicially the same as the first, but this time in a random order.

Does anyone know how to do this, I've been trying to do this the last couple of days, but I don't exactly know the best way you excute this, anyone have any ideas?
Yes, first you have to setup buttons with "Trigger_use" on the map and in script you do this:
Code Snippet
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buttons = getstructarray( "buttons", "targetname" );
buttons = array_randomize( buttons );
Now these buttons are randomized!
Next you want to add a function to the button and it goes like this for example:
Code Snippet
Plaintext
buttons[0] waittill( "trigger" , player );
player iprintlnbold("You pressed on this button");

// write here the stuff you want
//
//
//
//
After you pressed the button you want to hide it and unlock a new button.
Code Snippet
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players = get_players();
for(i = 0; i < players.size; i++)
{
// First trigger
     buttons[0].target SetInvisibleToPlayer ( players[i] );
     buttons[0] disable_trigger();

     // Second trigger
     buttons[1] enable_trigger();
     buttons[1].target SetVisibleToPlayer( players[i] );
}
.target is the object you have set as target in the kvps in radiant like for example the button model.
Code Snippet
Plaintext
buttons[1] waittill( "trigger" , player );
player iprintlnbold("You pressed the second button");
and so on
5 years ago
Good news. I found the issue and it will be fixed with the next update.
The SHIFT+ENTER mode is not working correctly. This has been fixed and SHIFT+ENTER and ENTER does work identical now.
This eleminats any issues with new line removing :thumbsup:

Nice good work!!

I use Shift+Enter since Microsoft Word is messing around with line spaces.
5 years ago
This is one very very underrated map :( the amount of quality this map has is right there with the top maps in waw custom zombies it should be posted to the other sites like zommods and zombiemodding thanks for the mapper for one of the greatest and highest quality map i have ever played :1000:

Thanks for the feedback I am glad you enjoyed the map!
This mod is also downloadable on Zombiemodding but it is a bit hidden and also difficult to find.
It was on the front page for a few months tho.

I am curious to which round did you survive?
5 years ago
i just added zombies and watched a video and put them in the right zones and when i launch the game they come charging at me with guns and they are shooting at me i die really fast because there are like 5 that are shooting me any thoughts on how to fix

Double Post Merge: May 05, 2019, 12:42:16 am

ok so i had the zombies set to scriptnoteworthy/find_flesh that when they had guns. so i changed it to scriptnoteworthy/zombie_spawners they spawn but dont move. any thoughts
Sounds like the spawner isn't right setup, look at this example: 

Is this the same as yours?
5 years ago
I have the start chest placed, in the sniperbolt prefab they are just called "treasure_chest_begin", but the script notworthy says "start_chest" in his tutorial, so I'm assuming they are the same. Where are the sniperbolt scripts located, I couldn't seem to find them.
Yes,
The scripts should be located in raw/maps

 
5 years ago
Yep, I double checked, I even put in the dlc3_code.gsc in my map folder and recompiled with the same result. I know what you mean though, the last time I made a map, all I did was use sniperbolts tutorial and it just worked.
From what I see in code you need to place your "start_chest" to let it work.
Otherwise you can use the sniperbolts prefabs to make it work.  O0
5 years ago
Thanks for the response and thanks for the tutorial! I did go and add in the prefabs and I'm still having the same issue where the box keeps spawning in the same location. Any ideas?
Also, when I copied and pasted that code you sent, it would cause a syntax error for me.
(Image removed from quote.)
Here is a picture of one of the boxes in game, this is the start box and it keeps going back to this one.
(Image removed from quote.)
I haven't done anything with random boxes before because I always place the prefabs and works without any problems.
Maybe it is different on your side:

openup dlc3 _code.gsc and look for this: magic_box_init()
Code Snippet
Plaintext
magic_box_init()
{
level.open_chest_location = [];

for( x = 0 ; x < level.DLC3.PandoraBoxes.size ; x++ )
{
level.open_chest_location[ x ] = level.DLC3.PandoraBoxes[ x ];
}
}
is this the same as yours?
then openup zombiemode_weapons.gsc and look for this: verify_chest_is_open()
Code Snippet
Plaintext
verify_chest_is_open()
{

//for(i = 0; i < 5; i++)
//PI CHANGE - altered so that there can be more than 5 valid chest locations
for (i = 0; i < level.open_chest_location.size; i++)
{
if(isdefined(level.open_chest_location[i]))
{
if(level.open_chest_location[i] == level.chests[level.chest_index].script_noteworthy)
{
level.verify_chest = true;
return;
}
}

}

level.verify_chest = false;


}
is this also same as yours?
5 years ago
Sorry for the long delay, I was going through finals and didn't have time to work on it. I was able to get it working. If I placed the zombies on the roof, they would go straight for the window, so I just decided to do that instead.

Now the issue I'm having is the random box. I followed this tutorial
https://zombiemodding.com/index.php?topic=3206.0
and I did everything it said except, I don't need all 6 of the boxes, I only need 4 of them. What can I do to make this work. Before when I made my original map, I just used Sniperbolts tutorial, but I couldn't seem to find that anymore, as well as Tom_BMXs Music box. If you happen to know where I can download that again, I would appericate it.
Just remove a line instead of adding a new one:
 
Code Snippet
Plaintext
// Magic Boxes -- The Script_Noteworthy Value Names On Purchase Trigger In Radiant
boxArray = ;
boxArray = "start_chest";
boxArray = "chest1";
boxArray = "chest2";
boxArray = "chest3";
level.DLC3.PandoraBoxes = boxArray;
Sniperbolt tutorial uploaded by me: http://www.mediafire.com/file/zt32yz3kgvj2xyq/nazi_zombie_tutorial+v2.0+%28SNIPER+BOLT%29.zip
Good luck :)
5 years ago
hello here is my script, I do not see any difference,

Code Snippet
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level.intermission = false;
level.dog_intermission = false;
level.zombie_total = 0;
level.no_laststandmissionfail = true;

level.zombie_vars = ;

// Default to not zombify the player till further support
set_zombie_var( "zombify_player", false );

set_zombie_var( "below_world_check", -1000 );

// Respawn in the spectators in between rounds
set_zombie_var( "spectators_respawn", true );

// Round
set_zombie_var( "zombie_use_failsafe", true );
set_zombie_var( "zombie_round_time", 30 );
set_zombie_var( "zombie_between_round_time", 10 );
set_zombie_var( "zombie_intermission_time", 15 );

// Spawning
set_zombie_var( "zombie_spawn_delay", 2 );



// AI
set_zombie_var( "zombie_health_increase", 100 );
set_zombie_var( "zombie_health_increase_percent", 10, 100 );
set_zombie_var( "zombie_health_start", 150 );
set_zombie_var( "zombie_max_ai", 24 );
set_zombie_var( "zombie_ai_per_player", 6 );

// Scoring
set_zombie_var( "zombie_score_start", 50000 );
/#
if( GetDvarInt( "zombie_cheat" ) >= 1 )
{
set_zombie_var( "zombie_score_start", 100000 );
}
#/
The title of the question is missleading...
I think you are using zombiemodels where the arms can not be found?
5 years ago
Hi ! I did not find a solution on the forum!
the zombie do not earn a living when the sleeves are scrolling
I have seen a lot of posts about this kind of question but will answer anyway.

Go to _zombiemode and search for init_levelvars()

5 years ago
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