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Contact Support - Help Center Get help on the UGX Discord. Join it now!Is you skybox caulk? Caulk should not stop fx, maybe try making the skybox non-colliding?
I had this problem long time ago. Go in Radiant press "I". This select all and put the map a little bit higher, that the floor is on "0"
the other one not mentioned here will give you a compile error
Ok, so im making electric cherry, and stevies done me a cool fx
So ive been trying to use it but it just will not face "forward"
Ive been spawning a model ("tag_origin" ), then later coz it just wouldnt line up i used a perk bottle
now i see, no matter what i do in code, the bottle just will not rotate... it should be facing the same way i am, even if i link it, it still doesnt follow my angle? Where am i going wrong? lol
Under _zombiemode.gsc main() place SetDvar("dvar", num); at the near top. Doesn't matter where really.
Point is, the negativity in my comment was to bring emphasis to something i think they should "FIX".
anyway can we please get back on topic now
Q. How do I compile my map without UGX Mod? I'm done with my UGX Mod map, how do I go back to making regular stock-style maps?
A.When you want to compile a map without UGX Mod loaded into it, you need to rename your "ui" folder to "ui - UGX_MOD" and rename the "ui - ORIGINAL" folder to ""ui". Same goes for "ui_mp". Then you need to go into /root/zone_source/ and rename zombiemode.csv to zombiemode.ugx and dlc3.csv to dlc3.ugx, then rename zombiemode.original to zombiemode.csv, and dlc3.original to dlc.csv. Lastly remove ugx_mod.iwd, ugxm_guns.iwd, localized_common.ff, and localized_mapname.ff from your root/mods/mapname folder and appdata/mods folder. To go back to UGX Mod compile mode, reverse these steps. You are basically just swapping between the stock ui + csv and the ugx_mod ui + csv.
Is it possible to remove some of the UGX fx from the other gamemodes or anything?