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Messages - javipotter

they are just like placeholders ill create others, but by the moment i put those to know more or less what it will look like
but maybe i let it as it is because its just for decorating you wont be able to go inside, and also there are people using same models why i cant use prefabs? map deadline is 6 of december i dont have all the time of the  world
10 years ago
This map is going to be created by me and some friends, the objective of this map is creating a fun map, because i consider it one of the most important things of a custom map. And also detailing its important for me.
UPDATE 1 --------------------------------------------------------------------------------------------------------------------------------
EDIT:
CUSTOM PLAYER MODELS, BY THE MOMENT IVE JUST MADE ONE:
http://gyazo.com/15289711c2e1d5d4ee4adb41f09a1386
http://gyazo.com/3c9925401d71b9401ce73c997e9afc6c
RADIANT PICTURES:
http://gyazo.com/7871872ef224aec901e68a305de6f6ee
http://gyazo.com/0547dd8cb59a13067141d2fc650b8ed2
http://gyazo.com/55180dae078fec00619977bb30014627


I havnt done much yet but, origins staffs with their buildables + easter eggs will be in this map
christmas bo2 denizer
santa boss
something with the 22 number
snowman traps
christmas zombies
christmas gift zone
lots of detail lightning and portaling will be added
custom vision file
zombie counter
custom guns
custom grenades
really cool menu background
christmas hud
and lots of things more that i dont remember :P

----------------------------------------------------------------------------------------------------------------------------------------------
CURSE OF THE PYRAMIDS
90% COMPLETED
http://www.youtube.com/watch?v=YXOOTtHmwDQ#ws
10 years ago
im trying to port a pine from a treyarch map but in ass viewer it looks like this: http://gyazo.com/38729c00a253ed72f72d17e992a57b5b
10 years ago
starting a house from top?  :o ;D
10 years ago
ok thx, if it wasnt you i thing nobody could have solved my problem or tell me what it was
10 years ago
i understood perfect everything im not english neither :P anyways ive got phd flopper added to my map, but the last change I did was having the updated bo script and i changed the prefabs to the old ones, maybe is because of that
EDIT: DID U MODIFY SOMETHING IN THE SCRIPT IF U DID SO, COULD YOU TELL ME WHAT IT WAS?
10 years ago
hi, i dont know if i should post this in mapping moddign or scripting, cause is reeeally strange, i played online with some friends to the beta version of my map and sometimes when a zombie hits you, you instantly die, and the screen appears like if a grenade exploded on you, i really dont know what is it, help is apreciated thx.

-i think that the part of the grenade stun its another script or whaterver, but zombies kill you sometimes with one hit thats the main problem
10 years ago
thank you very much it works perfect
:D
10 years ago
hi i would like to make some trigger damage and while shooting them a door open, the script works but is there any way to just be able to shoot with an specific gun? in my case the gun name i wanna use is staff_fire, this is the code
Code Snippet
Plaintext
//////////////////////////////////////////
/////Army//Door//////From//Gamer9294//////
//////////////////////////////////////////
#include maps\_music;
#include common_scripts\utility;
#include maps\_zombiemode_utility;
#include maps\_utility;

main()
{

self.teddybear_num = 0;
thread secret_item();
thread secret_item2();
thread secret_item3();

}
//Secret_Teddybears
secret_item()
{

bear = getEnt("firedecal","targetname");
trig = getEnt("fire","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
}

secret_item2()
{

bear = getEnt("firedecal2","targetname");
trig = getEnt("fire2","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
}

secret_item3()
{

bear = getEnt("firedecal3","targetname");
trig = getEnt("fire3","targetname");

trig waittill("trigger");
trig delete();
trig SetCursorHint( "HINT_NOICON" );
trig setHintString("DOOR_UNLOCKED");

iPrintLnBold("You have found a fire chalk");

bear delete();
wait 0.1;
self.teddybear_num = self.teddybear_num + 1;

thread army_door();
}

army_door()
{

if(self.teddybear_num == 3)
{

door1 = getEnt("firedoor","targetname");

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

door1 movez(128, 4); 

self.gate_is_moving = "true";

wait 1;
iPrintLnBold("Well Done, You have unlocked fire staff upgraded");
wait 3;
door1 delete();

}
}
10 years ago
now this map has more features than the ones shown in trailer, but wont be revealed untill release :P
10 years ago
well i was trying to make an easter egg for my staffs, i wanted to be able to shoot to three trigger damage and making it give you the staff upgraded, i mean, i have a fire staff, i shoot to three fire staff symbols, and it gives me the staff of fire upgraded, someone helped me on the script but it doesnt make anything, it doesnt give you the gun and im not sure if the rest works or not but the problems that script has are:
-you can shoot with any gun to get the upgraded staff, and i want to shoot with the correct staff to the correct triggers
-it doesnt give you the upgraded gun.
Code Snippet
Plaintext
thread Secret_trigger_1();
    thread secret_trigger_2();
    thread secret_trigger_3();
    thread Secret_weapon();
this goes in mymap main
Code Snippet
Plaintext
//Secret_Easter_Egg
Secret_trigger_1()
{
   trig1 = getEnt("staff_firedamage_trigger","targetname");
   trig1 waittill("trigger", player );
   trig1 delete();
   trig1 SetCursorHint( "HINT_NOICON" );
   
self.secret_trigger_num = self.secret_trigger_num + 1;

thread secret_weapon();
}

secret_trigger_2()
{
   trig2 = getEnt("staff_firedamage_trigger2","targetname");
   trig2 waittill("trigger", player );
   trig2 delete();
   trig2 SetCursorHint( "HINT_NOICON" );

self.secret_trigger_num = self.secret_trigger_num + 1;

thread secret_weapon();
}

secret_trigger_3()
{
   trig3 = getEnt("staff_firedamage_trigger3","targetname");
   trig3 waittill("trigger", player );
   trig3 delete();
   trig3 SetCursorHint( "HINT_NOICON" );

self.secret_trigger_num = self.secret_trigger_num + 1;

thread secret_weapon();
}

secret_weapon()
{
door = getEnt("secret_weapon","targetname");
if(self.secret_trigger_num == 3)
{
self waittill("trigger", player);
player GiveWeapon("staff_fire_ult");
player SwitchToWeapon("staff_fire_ult");
}
}
this goes in the bottom of my mapname.gsc
10 years ago
thank you very much it works !!
10 years ago
I tried using the backups of ui.menu and main.menu, but the map still have the problem
10 years ago
in codwaw, in my map, most of the numbers that appear in the points that you see while clicking select, or also in the points of the player, you can see, i mean the ones right down, that usually are above some blood but in my map above a sarcophagus, are symbolsand i dont know how to make it work again, but in hintstrings etc numbers appear correctly
http://gyazo.com/b8e2796e7038046d23b0d1298e37edcc
10 years ago
Where do i have toplaceit and do I have to modify smthing?
10 years ago
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