Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!Why is it crashing> i launch it from the mods menu and it crashes
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
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?
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:
btw, if you do what Isaacscott935 says, you delete all the clips of all the chests at once ( it's an array ):
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?
Can’t use getentarray on structs...
Can’t use getentarray on structs...
not working for me, the triger says "Not available"
lol is there anywhere he 'isnt' banned
the internet as a whole tho, fuck me thats an accomplishment
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.
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.