i am trying to use istouching to wait until an ent is being touched by the player can someone say me a better way of doing this as my while and for loops keep acting as if the player would be touching the ent while it's not D:
anyone here has an ideo on why would the perk machine work correctly but when i try to buy the perk its plays the dialog for when you dont have enough money? ._. also my electric cherry script has an if statement like this but even withou buying the perk the thing acts like i have electic cherry D:
ok so i am a lil bit drunk :v i why not make a tutorial xD
summary: this code will let you have everyzombie that spawns as a "self" ent so you can make threads with it to run random stuff with him
ok to start open your "_zombiemode_spawner.gsc" and find
and after that add
and at the bottom add
explanation: here the code will get the zombie as "self" you can play fx in
self being an ent in this case the zombie and "tag origin" the tag in that ent where the fx will be played. also the code in zombiemode_spawner will run this on every zombie spawned so only if the random number is bigger or smaller(i dont really remember so google the operators for C# xP) the code inside the "if statement" will be runned, which in this case will play a fire fx on the zombie and upon death it will explode.
this can help you to spawn special zombies, bosses, etc so enjoy learning something from it using this you can put fx on random zombies or do something like this ...upon death the zombies will spawn an fx which will travel to the hole in the ceiling
ok so i have deleted almost all fx from my dlc3.csv zombiemode.csv zombiemode_dogs.csv mymap.csv and mymap_patch.csv so the only fx left are the ones from weapon :L do the fx from the weapons get automatically included from a weapon file or i need to edit another file?
does anyone knows if you can put two textures in the same surface of a weapon but with blend function su you can see both of theam, if so how? thanks for your attention
anyone here knows what to do with the missing asset csv? :L i included that line in my map patch, mod.csv and i keep getting that thing in the missingassets.csv
also, anyone knows why could the fx not be paying in-game? i used ugx-easy-fx but theres no fx :C
ps. the fx is for the zappers but i heard that i doesnt works :L
ok this script makes bassically what the tiitle says lol copy this code to the end of your map_name.gsc
and add after like this
ok now to make your own random weapon options just to to the function and you'll see an array(list) that contains the weapons that the script will take a random choice and give it to players. so just add that weapons you want to be choices in the same format: i think thats all
this is no more than a revamped of _woo_elevator.gsc and with revamped i mean it has fixed all bugs the original woo_elevator had, all the credit goes to bookable(thats his zm name but i cant pm him for some reason .-. ) and i remade the prefab
then just place the prefab in your map, and remember that if the prefab doesnt match your floor size you can select all the stuff from the bottom or the top by selecting it and moving it to the desired height hope this helps
i added zones and zombies to my map and it worked all fine but after i added dog spawners zombies didnt spawned(neither dogs did) i've tried using ugx wiki tuts and i even downloaded the modtools patch and still nothing can someone help me?
anyone here knows how would i make so there are 2 places in the map for the players to spawn randomly like in verruckt but instead of dividing the players, one game all the players spawn in one side and other game they spawn in the other side. thanks for your attention