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Messages - isaacscott935

I was just trying to help. You don’t need to just bring others down.
6 years ago
Why is it crashing> i launch it from the mods menu and it crashes :-[

Make sure you have T4M, as it is required for this mod to run. If you have the disc edition of the game then you need the LANFixed.exe file. These downloads are given on the 1st post
6 years ago
He doesn’t know what he’s doing...

This is bo3 not waw - there is only one spawner and the structs / spawners wouldn’t necessarily be touching the zone volume anyway - PLUS a zone can be multiple volumes your only checking one...

Check zm_zonemgr.gsc - there’s “actual code” to disable riser points... struct.is_enabled or something if I recall

I don’t use BO3. There’s no need to be so contemptuous just because I got something wrong lol.
6 years ago
Okay so I think I am mixing things, for me the riser is where the zombies spawn and the spawner in what set's wich model of zombie will spawn.
(Image removed from quote.)(Image removed from quote.)
I didn't understand wich one of these the code should delete, as HarryBo said I can't get the a array of structs, but, I just have one spawner, so how could I set a spawner per zone?

Double Post Merge: July 08, 2018, 07:41:00 pm
Also, how would I remove the script_string from the spawner?

Just delete the script_struct (the red box). I realised there’s no need to remove any KVPs.

Now in the script, add:

Code Snippet
Plaintext
zombie_spawn = getEnt("zone_name_spawners","targetname");
zone = getEnt("zone_name","targetname");

if ( zombie_spawn istouching( zone ) )
{
      zombie_spawn Delete();
}




Double Post Merge: July 08, 2018, 08:16:00 pm
To get one spawner per zone just duplicate the zombie spawner but with each duplicate, change the name of the zone in the targetname.
6 years ago
Make the trigger target the clip ( select trigger, select clip -> press "W" ), so you know wich clip belongs to wich chest.
Then instead of the Original lines to delete the clip do this:

Code Snippet
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clip = getent( self.target, "targetname" );
clip delete();






btw, if you do what Isaacscott935 says, you delete all the clips of all the chests at once ( it's an array ):
Code Snippet
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chest_clip = getentarray( "soul_chest_clip" , "targetname" );
Sorry Bluntstuffy. I didn’t read your full script.
6 years ago
Delete the struct which the zombies are spawning from.

And then remove the script_string from the zombie spawner.

Also, why don’t you want risers? Without them, they will just appear in the map without an animation.
6 years ago
Make sure the OP marks mine as the best answer so it appears as solved.

Also, a +1 respect would be greatly appreciated.
6 years ago
I haven't actually got the feature in my map, but inside of the final IF statement in the function:

Code Snippet
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chest_anims()

add:

Code Snippet
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chest_clip Delete();

So, the whole chest_anims() function would look like this:

Code Snippet
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chest_anims()
{
/////////////////////////////////////////////////////  EDIT AMOUNT OF KILLS NEEDED HERE /////////////////////////////////////////////////////////////////////////////
chest_1_kills = 12;
chest_2_kills = 25;
chest_3_kills = 45;
chest_4_kills = 65;
chest_5_kills = 90;
chest_6_kills = 140;
/////////////////////////////////////////////////////  EDIT AMOUNT OF KILLS NEEDED HERE /////////////////////////////////////////////////////////////////////////////

chest_clip = getentarray( "soul_chest_clip" , "targetname" );
self.max_count = undefined;

if( level.chest_completed == 0 )
{
if( level.chest_counting == 1   )
{
self.max_count = chest_1_kills;
}

else if( level.chest_counting == 2 )
{
self.max_count = chest_2_kills;
}

else if( level.chest_counting == 3 )
{
self.max_count = chest_3_kills;
}

else if( level.chest_counting == 4 )
{
self.max_count = chest_4_kills;
}

else if( level.chest_counting == 5 )
{
self.max_count = chest_5_kills;
}

else if( level.chest_counting == 6 )
{
self.max_count = chest_6_kills;
}

}

else if( level.chest_completed >= 1 )
{
if( level.chest_counting + level.chest_completed == 2   )
{
self.max_count = chest_2_kills;
}

if( level.chest_counting + level.chest_completed == 3   )
{
self.max_count = chest_3_kills;
}

if( level.chest_counting + level.chest_completed == 4   )
{
self.max_count = chest_4_kills;
}

if( level.chest_counting + level.chest_completed == 5   )
{
self.max_count = chest_5_kills;
}

if( level.chest_counting + level.chest_completed == 6   )
{
self.max_count = chest_6_kills;
chest_clip Delete();
}


}

chest = Spawn( "script_model" , self.origin-(0,0,16) );
chest.angles = self.angles;
chest SetModel( "blst_soul_chest_active" );
chest.animName = "blst_chest_anim";
chest UseAnimTree(#animtree);
chest SetAnim(%blst_soul_chest_open);
chest playsound( "chest_close_lid" );
wait 0.2;
chest playsound( "chest_open");
self chest_idle_fx( chest );
wait 2;
self thread soul_chest_idle_anims( chest );
self waittill( "chest_full" );

if( self.max_count == self.death_count || self.death_count >= 9000 )
{
level.chest_counting--;
chest playsound( "chest_full") ;
wait 0.3;
chest playsound( "chest_full") ;
wait 1;
chest playsound( "chest_full2") ;
chest playsound( "chest_close_lid" );
for(i=0;i<chest_clip.size;i++)
{
if(  chest IsTouching( chest_clip[i] ) == true )
{

chest_clip[i] delete();
}
}
chest clearAnim( self.idle_anim ,0);
chest SetAnim(%blst_soul_chest_close_full);
wait 1;
chest playsound( "chest_full2" );
wait 2.1;
chest delete();
self delete();
}

else if( self.max_count < self.death_count )
{
iprintlnbold( "death count exceeded due to timeout" );
}

else if( self.max_count > self.death_count )
{
level.chest_counting--;
self.death_count = -10;
chest playsound( "chest_close_lid" );
chest clearAnim( self.idle_anim ,0);
chest SetAnim(%blst_soul_chest_close_notfull);
wait 0.7;
chest delete();
self thread spawn_initial_model();
}

}
6 years ago
When finishing a soul box, the clip(targetname , soul_chest _clip) around the soul box does not disappear. So after its gone, you cant move through where the clip should have been deleted. Is this a glitch? Or is the clip not supposed to be deleted?

You can just add this to the script where the soul chest disappears:

Code Snippet
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clip Delete();
6 years ago
Can’t use getentarray on structs...

Scheiße

Double Post Merge: July 08, 2018, 12:54:45 pm
Can’t use getentarray on structs...

I wasn't using getEntArray on a struct, I was using it on the zombie spawner entities.

6 years ago
To deactivate a riser, all you need to do is delete the script_struct that the zombies are spawning from and remove the:

Code Snippet
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script_string     riser

from your zombies' KVPs.

For deleting zombies which are in closed areas, I'm pretty sure you can use:

Code Snippet
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zombie_spawn = getEntArray("zone_name_spawners","targetname");
zone = getEnt("zone_name","targetname");

if ( zombie_spawn istouching( zone ) )
{
      zombie_spawn Delete();
}

I'm pretty sure that will work. I haven't actually tested it though.
6 years ago
not working for me, the triger says "Not available"

This error is caused by not having matching KVPs in radiant and in the scripts. Check you copied the script correctly.
6 years ago
lol is there anywhere he 'isnt' banned

the internet as a whole tho, fuck me thats an accomplishment

 :D :D :D
6 years ago
i just want to know if anyone can tell me if its possible to add BO 1,2 or 3 zombies to a Custom zombies map and if so how would i go by doing that.

You can download the ones gympie6 linked you to or you can get them yourself if you want by using the program Lime.
6 years ago
Hi guys, probably a silly question, but I am new so be nice  :)

I am just adding lights to my first project and I wanted to understand how reflection probes should be used.

A video I watched seemed to suggest that you need one directly under every light source in your map; is this correct? If not can someone please explain how and when/where they should be used?

Many thanks.

I’m pretty sure you only have to use one (might be wrong though) but I add a reflection probe underneath every light just out of habit.
6 years ago
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