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Messages - gympie6

Hey guys

I created this script earlier today. I am just learning scripting, so it might not be the most exciting/complex tutorial but here we are. This basically allows you to be able to shoot teddy bears in the map.

PART 1: RADIANT

 First, let's start off in radiant. Right click on your 2D window, and click script -> model. Find the zombie teddybear model. You can actually have this as any model, but I'll just use it (the model name for the bear is "zombie_teddybear"). You can place this anywhere in your map, as long as your player can see it.

Give this bear the KVP:
Code Snippet
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targetname         teddy1

You can then duplicate the script_model to have as many as you like, but make sure you change the KVP each time:

So, my second one would look like:

Code Snippet
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targetname       teddy2 
     etc.

Right click on your 2D window again and select trigger -> damage. Cover the bear with this trigger and hit N on your keyboard to give it KVPs. First, tick the box MELEE_NO (because we don't want to knife our bear). Then, add:

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targetname       bear1

So my second trigger's KVP would look like:

Code Snippet
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targetname         bear2 
      etc.

Make sure you cover all of your bears with the trigger_damage and make sure all the KVPs are different.

PART 2: SCRIPTING

Go into mapname\maps\mapname.gsc.

I have created a function called shootable_bears(), so you need to write:

Code Snippet
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level thread shootable_bears();

underneath

Code Snippet
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level thread DLC3_threadCalls2();

Next, at the bottom of your .GSC file, add your function:

Code Snippet
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shootable_bears() //Shootable teddy bears in map. Make sure you add a trigger_multiple and add the KVPs. 
{
teddy_1_trigger = getEnt("bear1","targetname");
teddy_1_model = getEnt("teddy1","targetname");
teddy_1_trigger waittill("trigger");
teddy_1_trigger Delete();
teddy_1_model Delete();
iPrintLnBold("Poor Teddy 1 has been shot.");

//The first teddy has now been shot. You can now shoot the second one. When each one is shot, text will appear.

teddy_2_trigger = getEnt("bear2","targetname");
teddy_2_model = getEnt("teddy2","targetname");
teddy_2_trigger waittill("trigger");
teddy_2_trigger Delete();
teddy_2_model Delete();
iPrintLnBold("Teddy 2 has been shot, also.");

//Both teddies have now been shot.

players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound( "insert_sound_here" );

}


NOTE: Make sure all of your targetnames in your script match the ones in your radiant file
KVPs.

This code

Code Snippet
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players = get_players();
for(i=0;i<players.size;i++)
players[i] playsound( "insert_sound_here" );

is to add music once your teddies have been shot. I have not added music, hence the "insert_sound_here", but you can add a song to your map and play it using this code.

Enjoy
If there are any mistakes please let me know

I think this tutorial is working fine but I see a problem there, you really need to shoot the first teddybear before you can shoot the second.
It can't be done otherwise.
6 years ago
I can't load map into Radiant, when I open the map file. The Windows hourglass displayed. I tried in system adminstrator and compatibility mode, but not working.
I tried with Launcher and without Launcher. Windows 10 64bit.

Can somebody help me?

You have opened the right file when radiant asked you about it? Just the first time you open radiant after installing modtools?
6 years ago
Hello,

I was wondering how you would change the zombies sounds and groans for WAW. Also, is there anyway to download them off of a site? Thanks

There are ways to change the zombies groaning sounds in waw but why would you change them they are so nostalgic?
I think if you search in Call of Duty World at War\raw\soundaliases you will find the aliasses to the zombie growns and if you want to download cod zombie sounds you can look it up on google or use a converter for youtube to rip sounds but that's your choose.
6 years ago
How do I get rid of the fact that once you get hit, the zombies stop you/slow you down? I've seen maps without this, is it an easy process or very complicated?

https://www.ugx-mods.com/forum/index.php/topic,6531.msg71265.html#msg71265
6 years ago
I’d say I’m a good mapper, as I can create multiple style maps with models and other things. I can easily create maps with basic functions like perks and pack a punch and add custom weapons, but it’s just creating my own scripts I’m not good at. Thanks for the links

No problem,

I am going to modify this tutorial: https://www.ugx-mods.com/forum/index.php/topic,16478.0.html
and I am going to add custom perks so that new people can follow it and create their own unique maps.
6 years ago
Is there a good site where I can learn GSC? I really want to be able to create good features for my maps but I can’t without a decent knowledge of scripting.

You can always take a look here:
https://confluence.ugx-mods.com/display/UGXMODS/UGX-Mods+Wiki

this is for beginner's scripting:
https://confluence.ugx-mods.com/display/UGXMODS/Scripting+Guide

and maybe you want to know more about cod himself, you can follow tutorials from this guys for example:

6 years ago
Hey,

I've been having this error every time I try to launch my map from Launcher. And I have no idea what is causing it and how to fix it. Any help would be appreciated. Thanks.

I guess you have a error in-game, run the map with developer 1 mode and see what it says.
If you are using a script placer for the first time for a new map it may be possible you can't run the mod because you need
to compile it first. Do that and try running the map again.
6 years ago
Thank you. Also, where did you learn to script using GSC? Did you follow an online course or something?

Well we both learned it from tutorials, experimenting stuff and also being a programmer helps a lot ^^
6 years ago
Ok thank you, I will try that and if that works then I'll edit the original post.

What Death Reaper said is right it works,
you can look at this example:

Code Snippet
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Kill_trigger()
{
trig = GetEnt("instakill_trigger", "targetname");
players = getplayers();
while(1)
{
for(d = 0; d < players.size; d++)
{
if ( players[d] istouching(trig) )
{
if (!players[d] maps\_laststand::player_is_in_laststand())
{
radiusdamage(players[d].origin, 100, 666, 666, trig, "MOD_PISTOL_BULLET");
}
}
}
wait 0.1;
}
}
6 years ago
Introduction
Now I don't see a good tutorial about how to make a custom perk so I decide to create one myself.
This is the tutorial where I am going to explain you every step have to make a custom perk.



 

 
Before you start you have to choose a specialty from this list, remember that you shouldn't use one that's already being used in Call of Duty!
 
These are the perks cod waw use (Can't be used)
 
specialty_armorvest: Juggernaut
specialty_fastreload: Sleight of hand (faster reload) (Speed Cola)
specialty_rof: Double tap
specialty_quickrevive: Quick Revive
 
These are the perks that are used in Bo1 (Can't be used if you installed jei9363 perks)
 
specialty_bulletaccuracy: Steady Aim (DeadShot)
specialty_detectexplosive: Bomb Squad (PHD)
specialty_extraammo: Bandolier (Mule Kick)
specialty_longersprint: Sprint for longer (Staminup)
 
These are the perks that are used in Bo2 (Can't be used if you installed jei9363 perk/perks)
 
specialty_shades: Reduces the effects of flares/stun grenades (Elecric Cherry)
specialty_ordinance: Faster firing main tank gun (Vulture Aid)
 
These are free and can be used!
 
specialty_fireproof: Reduce the effects of the flamethrower
specialty_gpsjammer: Conceal yourself from radar
specialty_twoprimaries: Overkill
specialty_boost: Coaxial Machine Gun(driver gets a machine gun too)
specialty_bulletdamage: Stopping Power
specialty_bulletpenetration: Deep Impact
specialty_explosivedamage: Fireworks - Increase explosive damage
specialty_gas_mask: Reduces the effects of gas grenade attacks
specialty_grenadepulldeath: Martyrdom
specialty_holdbreath: Iron lungs
specialty_leadfoot: Increase tank's drive speed
specialty_ordinance: Faster firing main tank gun
specialty_pin_back: Toss back - resets timer on throwing back grenades
specialty_pistoldeath: Last stand
specialty_quieter: Dead Silence
specialty_specialgrenade: Specials Grenades x 3
specialty_water_cooled: Slows the overheating of tank guns
 
These are in Cod but doesn't work
 
X-specialty_doublegrenade: Primary grenade x2 (Doesn't work)
X-specialty_flak_jacket: Reduce damage taken from explosives (Doesn't work)
X-specialty_greased_bearings: Speed up the rate of rotation of tank turrets (Doesn't work)
X-specialty_reconnaissance: Reconnaissance (shows artillery and tanks on map) (Doesn't work)
X-specialty_weapon_betty: Bouncing Betty x2 (Doesn't work)
X-specialty_weapon_flamethrower: M2 Flamethrower (Doesn't work)
X-specialty_weapon_rpg: 2x Rocket Propelled Grenades (Doesn't work)
X-specialty_weapon_satchel: Satchel Charges x2 (Doesn't work)
 
List of Perks in Cod5
http://wiki.modsrepository.com/index.php?title=Call_of_Duty_5:_Perks_Icons
 
specialty is like a key you can use to make a custom perk, without the key the perk can't be activated so be warned.
 
Now go to your rootfolder\raw\maps and copy paste _zombiemode_perks to your mod, if you already have this file you don't need to copy it.
There are people who doesn't understand what "rootfolder" is so this is what I mean:
c:\program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\maps
 
When you done that just open the file with notepad++ or notepad and look top at the Init() method,
this is where all the items and shaders (perk) are going to be introduced!
 
if you scroll down you will see something like this:
Code Snippet
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level thread turn_jugger_on();
level thread turn_doubletap_on();
level thread turn_sleight_on();
level thread turn_revive_on();
level thread turn_PackAPunch_on();
*ADD YOUR OWN CUSTOM METHOD HERE*

It should look like this:
Code Snippet
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level thread turn_jugger_on();
level thread turn_doubletap_on();
level thread turn_sleight_on();
level thread turn_revive_on();
level thread turn_PackAPunch_on();
level thread turn_CUSTOM_PERK_NAME_HERE_on();

if you scroll down more you will see this (you can also search on: turn_doubletap_on())
 
Code Snippet
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turn_doubletap_on()
{
machine = getentarray("vending_doubletap", "targetname");
level waittill("doubletap_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] setmodel("zombie_vending_doubletap_on");
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
machine[i] thread perk_fx( "doubletap_light" );
}
level notify( "specialty_rof_power_on" );
}

Then under that method you make something like this:
 
Code Snippet
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turn_CUSTOM_PERK_NAME_HERE_on()
{
machine = getentarray("vending_CUSTOM_PERK_NAME", "targetname");
flag_wait("electricity_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
}
level notify( "specialty_YOUR_CHOSEN_SPECIALTY_HERE_power_on" );
}

if you look at the notify in that method you see it needs a key, This is how it should look like:
Code Snippet
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level notify( "specialty_gas_mask_power_on" );

This is what I did for example:
Code Snippet
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turn_ragingdevil_on()
{
machine = getentarray("vending_ragingdevil", "targetname");
flag_wait("electricity_on");

for( i = 0; i < machine.size; i++ )
{
machine[i] vibrate((0,-100,0), 0.3, 0.4, 3);
machine[i] playsound("perks_power_on");
}
level notify( "specialty_fireproof_power_on" );
}

scroll down until you find this: vending_trigger_think() (you can also search for it)
If you look at it you will notice this:
Code Snippet
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switch( perk )
{
       case "specialty_armorvest":
cost = 2500;
break;

case "specialty_quickrevive":
players = get_players();
if(players.size == 1)
{
cost = 500;
self.reviveUsesLeft--;
}
else cost = 1500;
break;

case "specialty_fastreload":
cost = 3000;
break;

case "specialty_rof":
cost = 2000;
break;

                // Example, add your own custom perk price here!
       // Your key should be in here between the ""
case "specialty_fireproof":
cost = 3000;
break;
}

Next you search for vending_set_hintstring( perk )
In that function you see a lot of cases there,
add a custom one like this:
 
Code Snippet
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vending_set_hintstring( perk )
{
switch( perk )
{

case "specialty_armorvest":
self SetHintString( "Press & hold &&1 to buy Jugger-Nog [Cost: 2500]" );
break;

case "specialty_quickrevive":
flag_wait( "all_players_connected" );
players = get_players();
if(players.size == 1)
{
self SetHintString( "Press & hold &&1 to buy Revive [Cost: 500]" );
self.reviveUsesLeft = 3;
}
else self SetHintString( "Press & hold &&1 to buy Revive [Cost: 1500]" );
break;

case "specialty_fastreload":
self SetHintString( "Press & hold &&1 to buy Speed Cola [Cost: 3000]" );
break;

case "specialty_rof":
self SetHintString( "Press & hold &&1 to buy Double Tap Root Beer [Cost: 2000]" );
break;

case "specialty_fireproof": // Custom Key here between the ""
self SetHintString( "Press & hold &&1 to buy Raging Devil's Rum [Cost: 3000] ^1(Zombies can go raging!)" );
break;

default:
self SetHintString( perk + " Cost: " + level.zombie_vars["zombie_perk_cost"] );
break;

}
}

Scroll down until you find perk_think( perk, number )
 
There you see this: self UnsetPerk( perk );
under that add this: self UnsetPerk( "YOUR KEY HERE!" );
 
perk_hud_create( perk ) I am going to tell about this later but I think you understand what's going on here.
 
find this: perk_give_bottle_begin( perk )
add a new one in the method for example:
 
Code Snippet
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case "specialty_fireproof":
weapon = "zombie_perk_bottle_jugg"; // This is the bottle you will get if you drink the custom perk!
break;

Same thing goes for perk_give_bottle_end( gun, perk )
 
You are done! Now you have a custom perk!
Sorry for my bad english, I am going to update this tutorial later but this is basicly how to make a custom perk
 
If you think, meh this is way too difficult for you can also look at these links:
 
add guardian angel ale to your map (custom perk from cxca)
https://zombiemodding.com/index.php?topic=18820.0
 
ZOMB1E-KLLR

 
Credits to Death_reaper0 and MakeCents for their knowledge and explanation. :nyan:
6 years ago
I don't know if anyone can help with this, but I'm trying to make a new map, and I get this error when compiling my map:   (!) UNRECOVERABLE ERROR: EXE_ERR_HUNK_ALLOC_FAILED256

It made other files in my mods folder, and I don't think I need those files. But, I am new to this, so I don't know.

It's a sort kind of ram issue, the best thing to do is close as much programs as possible and run the compiler again.
If that doesn't work restart your pc and try it again.
6 years ago
Hey guys  :D

This is a tutorial on how to create a death barrier in Call of Duty: World at War custom zombies.
You may want this feature in your map as part of a quest, or to just bully the players.

1) Right click on your 2D window in Radiant. Hover your mouse over 'trigger' and a menu should appear. Click 'hurt'.

2) You can resize this trigger to be any size of your choice. Press N on your keyboard to open the Entity window (this is where you insert your KVPs, for any new mappers). Type in the key 'dmg' (short for damage) and set the value as a number higher than 100.
IMPORTANT! If you do not have Jugg on your map, then you can set the value as 100 or 150. If you do have Jugg on your map, then setting the value under 150 will not kill the player. It needs to be over 250.

That's it. There are no further things needed in Radiant or in scripts. Just compile your map and it will work.

Sorry to break the fun but this only works solo! TriggerHurt does the same as self DoDamage, if you can make a trigger radius perhaps that will work.
6 years ago
Thank you for your help.  That idiot, HarryBO2 just doesnt know crap.  I found a post by someone else with the same problem I have.  And textures i cannot find are all after "Q".  So I deleted textures I didnt like and wasnt set up properly.  Then I got back a bunch of textures due to the limit of textures you can have in radiant.  So, common sense shows my mod tools were I stalled correctly.  But lord knows HarryBO2 has no common sense.

He said exactly the same as codmoddd1234 lol and besides Harry has a lot of knowledge about modding and helps a lot of people
solving their problems. He also released a lot of custom content to the community where we should be thankfull for!
6 years ago
simple, the model the ai is using doesnt have a bone called j_helmet, this bone should be pretty much next to the head tag

Oh now I remember, you need to find a headmodel that doesn't use j_helmet, most zombie headmodels has that or you need another clothing.
6 years ago
i keep getting this error with my AI i made


(Image removed from quote.)
It seems to happen when you shoot the head or gib the soldier but idk how to fix this besides removing the helmet code...


if anyone else has any other solutions please let me know!

I know what you are trying to do but that doesn't work.
Also I think you should turnoff gibbling if your soldier wears clothing that can't be gibbed.
Then before you start giving clothing and a head you need to look if the model accepts heads.

Well you see it doesn't work so you need to detachall and then try it again.
My Stalker zombie had that issue and I fixed it that way in script.
6 years ago
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