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Topics - jei9363

happens in the same spot everytime I ride the gondola



Double Post Merge: November 12, 2014, 03:43:24 am



dont have linked players go through the turret prefab I guess..
9 years ago
any way to fix this?



things turn invisible
9 years ago


and then I look up a little..

9 years ago
I was co-op with a friend an we could play just find, but on restarting the game we hit the 400 fx limit
9 years ago


I use this to see where zombies derp or take crazy long routes

in main()

Code Snippet
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PrecacheShader( "specialty_armorvest" );
thread track_zombies();


Code Snippet
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track_zombies()
{
zombie_shader =  "specialty_armorvest";
while(1)
{
zombies = getaiarray( "axis" );
players = get_players();

hud = [];

for (i = 0; i < zombies.size; i++)
{

if(!isDefined(zombies[i].waypoint))
{
zombies[i].waypoint = NewClientHudElem(players[0]);
zombies[i].waypoint setShader(zombie_shader,64,64);
zombies[i].waypoint setWaypoint( true, zombie_shader);
zombies[i].waypoint SetTargetEnt(zombies[i]);
zombies[i].waypoint.alpha = .8;
}


}
wait 1;
}
}

in zombiemode_spawner.gsc

Code Snippet
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zombie_death_event( zombie )
{
zombie waittill( "death" );
zombie thread zombie_eye_glow_stop();

zombie.waypoint Destroy(); //ADD THIS
9 years ago
In buried the first zone outside the start zone is activated by falling into it.

note this requires a path to the next zone still

if you want this place as many trigger_multiples in your map where you know, if the player is here, they ARE falling into
this zone.

give it

targetname
Code Snippet
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activate_by_touch

script_flag
(enter_zone_YOURZONE)

in mapname.gsc at the bottom of main()

Code Snippet
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	activate_by_touch_trigs = getEntArray("activate_by_touch","targetname"); 

for(i=0;i<activate_by_touch_trigs.size;i++)
activate_by_touch_trigs[i] thread activate_by_touch();

bottom of file

Code Snippet
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activate_by_touch()
{

flag_wait( "all_players_connected" );

flag_init(self.script_flag);

activated = false;

while(!activated)
{
players = get_players();

for (i = 0; i < players.size; i++)
if(players[i] isTouching(self))
{
flag_set(self.script_flag);
players[i] iprintln("activated: " + self.script_flag);  //REMOVE when done debugging
activated = true;
}
wait .1;
}
}



9 years ago
uhhhhh...

10 years ago
I exported the black ops zombie jump up (222 units). they do the animation but get stuck in the ground and they stay there for the animation.



my script (modified jump to climb)


I overwrote ai_zombie_jump_up.xanim
Code Snippet
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#include animscripts\Utility;
#include animscripts\traverse\shared;
#include maps\_utility;
#include common_scripts\utility;
#using_animtree ("generic_human");




main()
{
if( IsDefined( self.is_zombie ) && self.is_zombie && self.has_legs == true &&  self.type != "dog" )
{
low_wall_zombie();
}
else if( IsDefined( self.is_zombie ) && self.is_zombie && self.has_legs == false )
{
low_wall_crawler();
}
else if( self.type == "dog" )
{
dog_jump_up(96, 7);
}
}

low_wall_zombie()
{

traverseData = [];
traverseData[ "traverseAnim" ] = %ai_zombie_jump_up;
traverseData[ "traverseHeight" ] = 222;
players = get_players();
players[0] iprintln(self.origin);

wait 1;

players[0] iprintln(self.origin);
DoTraverse( traverseData );


}

low_wall_crawler()
{

traverseData = [];
traverseData[ "traverseAnim" ] = %ai_zombie_crawl_jump_up_2_climb;

DoTraverse( traverseData );


}



10 years ago
I get a bunch of text about how my zones are doing..
10 years ago
I used the ugx script placer after installing the patch then the ugx_mod. copied everything the the ugx_mod mod.csv into my maps _patch file. fonts and everything are good in game but the menu is still alien..
10 years ago
I exported a black ops zombie walk sequence just like the hanging anims

my _zombiemode_spawner.gsc

Code Snippet
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self set_run_anim(%bo_walk_9);                         
self.run_combatanim = level.scr_anim[self.animname][%bo_walk_9];

mod.csv

Code Snippet
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xanim,bo_walk_9

bo_walk_9 is in my generic_human.atr

and its in root/raw/xanim

but

10 years ago
the zombie is visibly stretched when doing this animation




Double Post Merge: October 17, 2014, 11:49:09 pm
convert it with BO mod tools first then convert to WAW...
10 years ago
when I drag tanims (ai animation) onto my zombie in maya I get "unrecognized file type"
10 years ago


in your map add script origins with targetnames
Code Snippet
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perma_powerup

in mapname.gsc

Code Snippet
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precachemodel("zombie_x2_icon");

perma_powerups = getEntArray("perma_powerup","targetname");

for(i=0;i<perma_powerups.size;i++)
perma_powerups[i] thread spawn_perma_drop();

Code Snippet
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spawn_perma_drop()
{


struct = spawn("script_model", self.origin);
struct SetModel( "zombie_x2_icon" );

self.hint = struct.hint;

if( IsDefined( struct.fx ) )
{
self.fx = struct.fx;
}

struct.powerup_name = "double_points";
struct thread maps\_zombiemode_powerups::powerup_wobble();
struct thread maps\_zombiemode_powerups::powerup_grab();
}

just thought I'd share, I have something else planned for this (inspiration from Tony Hawk Pro Skater :D)
10 years ago
wont this mean with 4 players you'll get X4 the snow?

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
level._effect["ugx_weather"] = LoadFx("env/weather/fx_snow_blizzard_intense");
}

think()
{
players = getPlayers();
for(i = 0; i < players.size; i++)
players[i] thread play_weather();
}

play_weather()
{
self endon("death");
self endon("disconnect");

for (;;)
{
PlayFX( level._effect["ugx_weather"], self.origin + (0,0,650) );
wait( 0.3 );
}
}
10 years ago
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