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Contact Support - Help Center Get help on the UGX Discord. Join it now!level.teleporter_parts = 1;
if(!isdefined(level.teleporter_parts))
{
IPrintLnBold("Undefined");
}
any more updates?
Mapping:
-DETAIL, lots of detail that pretty much disappeared with the map file. So nothing much on the geometry side
-Made huge areas harder to train at
-New lighting, new LUT (still tweaking it)
-Fixed (majority of) invisible walls
Scripting:
-Now uses original BO1 characters to go with theme of the map. (Thanks to The Indestructable Mike Pence)
-New characters also fixed the playermodel revive issue I had with Chronicles characters
-Added Fire sprinters. These start spawning later on and will sprint to the player and blow up. Killing them from distance is your best choice
which shouldn't be too hard since they have low health
-Added origins mud (thanks to Ardivee)
-Upgraded Olympia lights zombies on fire, just like in BO1/BO2 (this is actually scripted in BO3 if anyone wants to use it, works with any weapon)
-Added blue progress bar for afterlife
-Added shock hints for afterlife
-Fixed afterlife jumping
-Scripted MOTD style afterlife number code, may be used in the Easter Egg
-Scripted a "pre game area" where players spawn upon connecting. Host can change gamemodes and start the game, clients have the option to vote what gamemode they want
-Scripted Gun Game
-Pretty much all wonder weapons are now done with proper fx and functionality (still trying to create a tornado fx for the upgraded wind)
-Origins style digsites (may not be 1-1 functionality, since I have never played Origins)
-Boss fight started
-IMS is now buildable and functions just like any other buildable in the game
-IMS now uses the exact same code as any BO3 placable killstreak from MP, so no more issues with alignment/clipping into walls
-Return back to unedited behaviour for zombies, since coop had issues with zombies ignoring players (needs testing)
Other:
-Added Shangri-La zombies from Zombie Chronicles (thanks to Erthrock)
-All weapons that have been in previous zombies maps are now upgradeable (If anyone has good name suggestions for Ghosts weapons, let me know)
-New weapons: Vepr, IA2, UTS, MSBS, MP443 (single and DW)
-All weapons are now in the box, altough you can't pick them up for some reason
-Tweaked zombies speeds and other gameplay balancing
Mapping:
-Entire map is now clipped
-Entire map is now zoned
-Added new routes for zombies to get to players
Scripting:
-Re-scripted avogadro and engineer "choose spawn" logic. The older one, which was based on debris/door flags, was inconsistent and had some issues
if the area was opened elsewhere.
-Improved avogadro projectile shooting, projectiles disappearing instantly should not be an issue anymore
-Avogadro now has the ability to teleport to nearby players, if the players are too far away. I'll also script the tranzit style avogadro teleporting soon
-Added shield buildable
-Added traps (thanks to Harry and Symbo)
-Due to map balancing and a frankly a hellish amount of script issues that I can't fix, I have had to change afterlife to a more soe beast style mode.
This basically means removing the last stand abilities.
Afterlife now contains the following purposes:
-Shock to power up traps/generators
-Can shock zombies to teleport them away
-Faster movement, low gravity and access to special areas
-Can shock revive other people (custom feature)
-If anyone has any further ideas to compensate the loss of laststand, let me know.I really don't want this to be a completely pointless ability
since it has taken so much time
-Both boss zombies had issues with coop (not attacking player properly) but are now fixed.
-Avogadro fx has been moved over to csc. This should prevent issues from fx not always showing up.
-Finally found a fix for instakill not working. Fixing this also fixed some wonder weapons.
-Created custom gloss maps for all BO2 and Ghosts weapons, since they didn't have these.
-All snipers now use BO3 style dual-render scopes.
-Started working on custom chalk textures for wall weapons.
-Weaponfile fixes.
What do you mean the Verruckt mapfile came with the modtools? I don't have it.
And yes, making a zombies map should take at least a couple months. My map "Reichskanzlei" took 6 months because I remodeled the map many times, mostly because I didn't really plan it.
It took me 2 months to make this small map here. (I will release it soon)
(Image removed from quote.)
The only thing you could do with the original Verruckt is add weapons and pap through script. You couldn't add more areas unless you remake the map yourself, because the .map files are not available. Don't let this discourage you from mapping though. If you spend some time making simple maps and getting comfortable with radiant, you will develop a lot of mapping skills and you might be able to remake Verruckt and add more areas.
Here's some advice when you decide to make maps: take your time. Good maps take a lot of time to make, and rushing them is not a good idea. I hope this helped![]()
item_pickup()
{
item_model = GetEnt("item_pickup1", "targetname");
item_pickup_trig = GetEnt("item_pickup_trig1", "targetname");
item_pickup_trig sethintstring("Press and hold &&1 to pick up mask");
item_pickup_trig waittill("trigger", player);
if(!isdefined(item_model) || item_model.size <= 0)
{
IPrintLnBold("Item model is missing!");
return;
}
item_model delete();
item_pickup_trig delete();
iPrintLn("Picked up Gas Mask");
}