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Topics - jei9363

so this error that has haunted me in the past has came back

the game will crash when starting coop.

when I type the map in the consol in the coop lobby I get this.. my only way attempt at getting info..

10 years ago
I will be doing testing but until then, if anyone want to critic this code segment, its what determines if zombies should set their interest in the mainframe and not players.

Code Snippet
Plaintext
zombies_should_go_to_mainframe()
{

level.numNotOfInterest = 0;

players = get_players();

for(i=0;i<players.size;i++)
{
players[i].is_in_pap = false; //assume false

for(k=0;k<level.in_pap_room_trig.size;k++)
{
if(players[i] isTouching(level.in_pap_room_trig[k])) //is player in PAP basement?
players[i].is_in_pap = true; //player is in PAP basement
}

if(players[i].is_in_pap == true || players[i] in_revive_trigger() || (isDefined(players[i].being_revived) && players[i].being_revived) || !isalive(players[i])) //other reasons zombie should go to mainframe
level.numNotOfInterest++;

}

players[0] iprintln(level.numNotOfInterest + " : " + players.size);

if(level.numNotOfInterest == players.size) //if no one is of interest, send zombies to mainframe, otherwise chase who is left
return true;
else
return false;

}
10 years ago
my maps table

Code Snippet
Plaintext
# Map Data Table,,,,,,,
a0,b1,c2,d3,e4,f5,g6,h7,i8,j9
maxnum_map,20
#mapname,#allies characters,#axis characters,#mapname,#mapimage,#index,#description,#level order coop,#gametype,#mis_01
mak,desert,desert,MENU_LEVEL_MAK,loadscreen_mak,2,MENU_LEVEL_DESC_MAK,0,cmp,0
nazi_zombie_prototype,desert,desert,MENU_LEVEL_ZOMBIE_PROTOTYPE,loadscreen_zom2,1,MENU_LEVEL_DESC_ZOMBIE_PROTOTYPE,19,zom,15
nazi_zombie_titan_ugx_v1,desert,desert,TITAN,mission_screen_nazi_zombie_ugx_v1,2,MOD_LEVEL_DESC_ZOMBIE_titan_ugx_v1,20,zom,16
locked,desert,desert,MPUI_LOCKED_MODE,loadscreen_locked,1,MENU_LOCKED_MODE_DESC,20,locked,

note Missing Asset does not mention mission_screen_nazi_zombie_ugx_v1 is missing. Ive included it and its valid, but wont show up.
10 years ago
https://www.mediafire.com/?b38b78d3x3hppjx




extract the files to

C:\Users\CoolGuy\AppData\Local\Activision\CoDWaW\mods\nazi_zombie_MAPNAME

rename localized_MAPNAME.ff

10 years ago
when I try to export models from BO1, even with 'Add to GDT' checked, the GTD remains blank even after closing the program.

Post Merge: March 21, 2014, 06:20:04 am
my 'Add to GDT' setting wont save, always reverts back to unchecked
10 years ago
Even if I restart and dont do a UGX map

Code Snippet
Plaintext
Database: Assets Sync Started
Loading fastfile 'nazi_zombie_titan_v2_patch'
used 1.27 MB memory in DB alloc
Database: Assets Sync Finished
Loading fastfile nazi_zombie_titan_v2
Loading fastfile 'nazi_zombie_titan_v2'
used 47.47 MB memory in DB alloc
Waited 987 msec for asset 'maps/nazi_zombie_titan_v2.d3dbsp' of type
'col_map_mp'.
ERROR: image 'images/_-gviewarm_gen_watchface_c.iwi' is missing
ERROR: image 'images/viewarm_usa_blackops_urban_c.iwi' is missing
Database: Assets Sync Started
Database: Assets Sync Finished


Unhandled exception caught

10 years ago


I have like 9 custom sounds.
10 years ago
This map can be downloaded from the UGX Map Manager.


Titan Corp



- Weapons will be all WAW except for Napalm Betties
- Sounds restored
- Added Detail (Bo models)
- Zombies will not get confused in the case that a player is downstairs and the only players up-top are downed
- Zombies will slow near the cart so there's less of them jumping trough it and walking around in it while moving
- Zombies will not group up at tour tracks and get themselves stuck
- Some invisible brushes restored
- PAP will be clearer in what you have to do
- Removed Unnecessary files
- More Optimization
- Glitchy Looking water in Coop replaced
- Start room "buried" rock lift scenery re-implemented

Titan Trailer [OFFICIAL]








Features:

Custom Perks:

Porter Punch

BO Perks:

MuleKick
Phd Flopper (no splash damage indicator)
Staminup
Deadshot Daiquiri
Quick Revive (zombies run away now)

WAW Perks:

5-hit Juggernog
Speed Cola
DoubleTap 2.0

Transportation:

Teleporter
Tour Cart
Porter Punch
Air Blowers
Elevator

Equipment:

Napalm Nancies

Extras:

PAP opening System
GIFs
Environmental Ambiance
FX Detailing
Zombie Eye Glow
BO Zombies
Zombie Hats (that fly off)
No Dogs
Some BO weapons + their upgrades
Box Location Indicator

Optimized Enough for me to play it connecting an HDMI between my ASUS laptop and my TV with no real noticable lag.

Credits:

Alerion (Black Ops Hands)
YaPh1l (Box Indicator Lights and BO ammo counter)
HexZombies (intro video)


Beta Testers:
hexzombies
Alwoke78
xXxCowmanxXx
thezombiekilla6
rambobada555555
Zombiejelly

treminaor(General Help)

tom_bmx (awesome tools)



 
10 years ago
last time I packaged my .bik as nazi_zombie_titan_load in AppData\Local\Activision\CoDWaW\mods\nazi_zombie_titan, the video did not automatically get placed in the main folder.



Post Merge: March 17, 2014, 03:48:09 pm
when I "test" after the installation creator is done compiling, it works. if I delete the video and run again, it doesnt.
10 years ago
I need to access all the tag_origins in my map to see which ones are accumulating to the G_Spawn error

getEntArray("tag_origin", "model") doesn't work.
10 years ago
I converted the BO file of the PM63 to WAW, everything is fine but no crosshair?
10 years ago
can someone point me in the dirction of YaPhi1ls ammo counter? I tried but cant find it.
10 years ago
on round 1, sometimes 3 zombies spawn, sometimes 4, but not 5 like its suppose to. There are no out of place spawns and I went back to the original character and alias files.
10 years ago
how come after I changed my weapon file around, now the weapon clip doesnt come out of the gun while reloading?
10 years ago
does anyone know the names of the Nova animations found in raw/xanim in the Black Ops Mod Tools
10 years ago
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