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Messages - jbird

I would just check for fall damage and do it via that. Thats how its done in BO1 and forward. Also, syntax has changed a bit, but not majorly. Some of the lines would throw errors

But fall damage in BO3 zombies only happens from very high falls. This makes it activate the same as regular PHD would. And how has the syntax changed?
8 years ago
I wasn't able to post in the scripting tutorial desk so I am posting this here.

I made a script for how PHD Flopper should activate in BO3

Code Snippet
Plaintext
//call this after player buys phd
slidetonuke_explode_activation_watcher()
{
self SetPerk("specialty_flakjacket");
vel = self GetVelocity();
while(1)
{
while(self IsSliding()) //or whatever the check for sliding is, im sure there is one
{
wait .05;
while(!self IsOnGround())
{
vel = self GetVelocity();
wait .05;
}
if(vel[2] <= -300)
{
self thread maps\_zombiemode_perks::divetonuke_explode( self, self.origin );
vel = self GetVelocity();
//break; might need a break statement here
}
}
wait .05;
}
}

What it does is if the player slides, then jumps or falls while sliding, then falls a certain amount of height, you will do the PHD Flopper explosion.
8 years ago
This is a two part question for people who have the mod tools currently.

Question 1: I have seen a few videos now of people making weapon mods for The Giant. Are you also able to do GSC scripting mods for The Giant?

Question 2: If question 1 is yes, are you also able to do scripting mods for all the other Treyarch maps?
8 years ago
You could try something similar but use the weapon_change and weapon_change_complete notifes?

Something like:

Code Snippet
Plaintext
weapon_switch_fix(){
while(1){
self waittill("weapon_change");
self DisableWeaponCycling();
self waittill("weapon_change_complete");
self EnableWeaponCycling(  );
}
}

It still doesn't work. The problem seems to be it doesn't catch that I have switched weapons the exact frame that I do start switching weapons, so I am still able to switch weapons for a few frames. I don't know if there is any way to fix that.
8 years ago
I am working on a "fix" for using the scroll wheel to switch weapons. This was inspired by Overwatch. In Overwatch when you switch weapons with the scroll wheel, there is some short amount of delay before you can switch weapons again which allows to be able to use the entire scroll wheel without worrying about switching back to the same weapon.

Here is my implementation so far but it is not working properly yet.

Code Snippet
Plaintext
weapon_switch_fix()
{
self endon("disconnect");
wep = undefined;
while(1)
{
if(self isSwitchingWeapons())
{
while(wep == self GetCurrentWeapon() && self isSwitchingWeapons())
{
if(wep != self GetCurrentWeapon())
break;
weps = self GetWeaponsList();
for(i=0; i<weps.size; i++)
{
if(wep != weps[i] && !is_player_placeable_mine(weps[i]))
{
self switchToWeapon(weps[i]);
}
}
wait .05;
}
self DisableWeaponCycling();
wait .5;
self EnableWeaponCycling();
}
wait .05;
wep = self GetCurrentWeapon();
}
}
8 years ago
I wish you could play online with Redacted :/
8 years ago
A small update is live!

Removed songs on all maps
Removed intro announcers on maps that have them
Punishment Points now takes 25% of your points instead of 100-2500 points
8 years ago
I think you also need to change

Code Snippet
Plaintext
if( self UseButtonPressed() )

to

Code Snippet
Plaintext
if( self spaceButtonPressed() )
8 years ago
The long awaited update is here!

Zombies are now equally attracted to all players!
Added custom powerup shaders!
Ascension now has 3 more doors open from the start.
The pack-a-punch door on Ascension is now a 1500 point door that you purchase where you launch the rocket from.
The first stairs in the war room on Five are now already open.
Added a short delay on using the elevator on Five so people cant constantly use and call the elevator so no one can escape.
Fixed the grief messages not showing up for players.
Fixed alive players not receiving their reward points when an enemy downs.

Still more updates to come in the near future!
8 years ago
Like the title says, when a player spawns in, it makes all other players stop moving. They have to press their move button again to move again even if they are holding it. This is very annoying for the alive players. i was wondering if anyone else had this problem with BO1 mods and if there is a way to fix it.
8 years ago
Firstly "why would it"

But the answer - move them in to one

Because I have changed things on every map.
8 years ago
What if my mod uses multiple fastfiles?
8 years ago
Do you guys think it is possible to get more than 4 players in a Black Ops 1 zombies game? I'm trying to recreate grief mode and this would be an awesome thing to be able to do.
8 years ago
I don't think that has to do with why zombies are more attracted towards certain players because I can have just one zombie and it is still definitely more attracted towards white player
8 years ago
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