UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jakob9696

thanks you  ;)
7 years ago
I need to get weapon name from a weapon object:
for example:
Code Snippet
Plaintext
 wpnObj = level._custom_perks[ PERK_JUGGERNOG ].perk_bottle_weapon;
 wpnname = GetWeaponName( wpnObj); // or GetWeaponScriptName -->  is exist this function?

I known that in this case i would script a function with a switch(perk) and in all cases set perk weapon name but i need it for others cases without editing any treyarch script.
could someone tell me if this exist or how to script it, please?
7 years ago
i'm porting bo2 pap models with its animations, i tried to fix them in maya and exported in 7 different xanim.
I scripted a testing gsc to play these anims on pap model, but in game if i use the Animscripted() function, the model play only 1 anims per time and not multiple anims at same times.

then i tried to use SetAnim() function but this doesn't play any anim and i don't know why

here there is the code

Code Snippet
Plaintext
// other #using...
#precache( "model", "p6_zm_tm_packapunch" );
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc1_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc2_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc3_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc4_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc5_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc6_anim");
#precache( "xanim", "fxanim_zom_tomb_packapunch_pc7_anim");

#using_animtree( "zm_origins_pap" );
#namespace zm_testing;

REGISTER_SYSTEM( "zm_testing", &__init__, undefined )

function __init__()
{
level flag::wait_till( "start_zombie_round_logic" );
thread test_pap();
}

function test_pap()
{
str_notify ="";
model = GetEnt("zm_origins_pap", "script_noteworthy"); // this is placed in radiant
model UseAnimTree( #animtree );

for( i = 1; i <= 7; i++ )
{
str_notify = "pap_part" + i + "_start";
switch( i )
{
case 1:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc1_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc1_anim );
break;
case 2:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc2_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc2_anim );
break;
case 3:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc3_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc3_anim );
break;
case 4:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc4_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc4_anim );
break;
case 5:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc5_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc5_anim );
break;
case 6:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc6_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc6_anim );
break;
case 7:
// model AnimScripted( str_notify, model.origin, model.angles, %fxanim_zom_tomb_packapunch_pc7_anim );
model SetAnim( %fxanim_zom_tomb_packapunch_pc7_anim );
break;
default:
IPrintLnBold("ERROR");
break;
}
GetPlayers()[0] waittill("weapon_fired");
}
test_pap();
}

 Could  someone tell me how to resolve my issue, please?
7 years ago
https://youtu.be/0EiRL3kwMtk

assuming that you have followed a good tutorial and followed steps until drag all your weapon joints in "tag_weapon_right" joint:
set x y z coordinates to 0 in your "j_gun" joint
;
import your weapon anims;
rename your "j_gun" joint in "tag_weapon";
7 years ago
i'm currently scripting bo2 origins generators but when i ported fluid's anim (fxanim_zom_tomb_generator_fluid_up/down_anim ) they dont move up and down in maya and in APE  but they're glitched...
i think this is a wrong join bind but i'm using wrait .mel file...
Could someone help me about how to fix them, please?
7 years ago
I recall the Blundergat's model using hide tags, so you can use the reveal as normal.
thanks for your help,  then using hide tags the meshes which are binded with a join aren't  shown  in game, have i understood right?
Is there a way to replicate this gold/copper mesh changing material setup in APE?
7 years ago
i'm trying to port blundergat/ acidgat model from bo2... in exported images there is a reveal map (black texture)  which "would hide acid ember" and viceversa "would show acid ember" and i'm sure at 80% that treyarch use this to use only 1 model with different textures in combination with "weaponcamo" assets but i can't understand how it works.
Could Someone explain me it?
7 years ago
did someone had my same problem? :-\
8 years ago
i found these camos:
Spoiler: click to open...
// Multiplayer
1->Jungle tech
2->Ash
3->Flectarn
4->Heat Stroke
5->Snow Job
6->Dante
7->Integer
8->6 speed
9->Policia
10->Ardent
11->Burnt
12->Bliss
13->Battle
14->Charmeleon
15->Gold
16->Diamond
17->Dark Matter
// Campaign
18->Artic
19->Jungle
20->Huntsman
21->Woodlums
// zombies
22->Contagious
23->Fear
24->WMD
25->Red Hex
// Extra
26->Afterlife (Shadow Of Evil)
27->Black Ops 3
28->Weaponized 115
29->Cyborg
30->True Vet
// others
31->Snow Job (Duplicate)
32->6 speed (Duplicate)
33->Takeout
34->Unknown (grey)
35->Nuketown
36->Transgression
37->Burnt(Duplicate)
38->Storm
39->Wartorn
40->Prestige
41->Unknown
42->The Giant camo
43->Ice
44->Dust
45->Unknown
46->Unknown
47->Contrast
48->Verde
49->Firebrand
50->Field
8 years ago
When mistery box is open and randomly weapons are spawned, these don't move up slowly and only when the weapon has been chosen, it appear istantly moved up;
this video shows my problem:


How it can be fixed?
(i've already downloaded the additional assets and i'm using ugx box)
8 years ago
that model is in bo3 and it's called "p7_zm_vending_nuke"
8 years ago
i think getEntArray() can only get entities with these kvps:
script_noteworthy,  targetname.
but maybe I'm wrong  :-\
8 years ago
I think people do this via animation, rather than dvar? If I understand you correctly. The zombies float upward?
yes i would like zombies float upward instead fall on ground after their deaths and i would try without animations first...
however i "fixed" it with this:
Code Snippet
Plaintext
gum_zombie_gravity()
{

gravity = GetDvarInt( "phys_gravity" );
players = GetPlayers();
for(i = 0; i < players.size; i++ )
players[ i ] setClientDvar(  "phys_gravity" , -1*gravity );

self waittill_any( "take_gumball", "end_gumball" , "force_end_gumball" ); // this is managed by others functions

for(i = 0; i < players.size; i++ )
players[ i ] setClientDvar(  "phys_gravity" , gravity );
}

but i think this dvar will affect other things that aren't zombies, then i tried using this function on every zombies:
Code Snippet
Plaintext
gum_zombie_gravity()
{
zombies = getAiSpeciesArray( "axis", "all" );
for( i = 0; i < zombies.size; i++ )
{
zombies[ i ] thread fly_on_death();
}
}
fly_on_death()
{
self waittill( "death" );
self moveGravity( (0,0,1000), 5);
}
but zombies don't move  :(
8 years ago
I'm scripting this new bo3 gobblegum in waw:  Newtonian Negation
it move zombies in air after their death and in game it seems that changing "phys_gravity" var from console it works very well, but changing it via script it doesn't works

Code Snippet
Plaintext
SetDvar( "phys_gravity", -1*GetDvarInt( "phys_gravity" ) );

how i can replicate this gobblegum effect in other ways?
8 years ago
Go into graph editor for tag_origin. Select the last node in translate x. Shift middle click and drag that last node to double, or alternatively double the value in the stats box

Thanks man, now my brutus can run !  ;D
8 years ago
Loading ...