UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Joeycx

With the issue of that error popping up is a number of reasons, did you add anything new into your mod before that error popped up like new textures, or new models or new anything. Cause usually that error comes when you add a overlimit amount of something, or it could be something else. You could go devmap, then logfile your map then post your logfile.
7 years ago
Are you using T4m?
7 years ago
C.h.n saved world at war
7 years ago
is your harry perk's updated?
7 years ago
Do you have nate's guns?
7 years ago
make one, copy it 3 more times until there are 4, and put them in different rooms each
Alrighty! Thank you!
7 years ago
here try this, add 4 script origins with the targetname "exta_tele" for the extra teleport spots. (needs 4 so players dont go to the same spots)

Alright thank you! So is it 4 script origins per pair room? like 4 script origins in the first extra teleporter room, then an extra on the next extra teleporter spot or is it just 1 script origin for 4 separate spots?
7 years ago
show me your script and i'll try to help

Thanks again, here's my _teleporter gsc (I don't remember what ugx member's script was this, but i tried finding the user but idk)

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

init()
{
thread level_players();
addItems();
thread handleTriggers(level.kts["teleporter_trigger"], level.kts["mainframe_trigger"]);
flag_wait("electricity_on");
thread teleport_room_fx();
thread main();
}
addItems()
{
// Create Kino Teleporting System array
level.kts = [];
// Set variables needed for the teleporting system (using the setVar function)

// DO NOT EDIT THESE
setVar("teleporter_trigger", getEnt("kino_teleporter_trigger","targetname"));
setVar("mainframe_trigger", getEnt("kino_mainframe_trigger","targetname"));
setVar("teleporter_fxspot", getEnt("kino_teleporter_fxspot","targetname"));
setVar("mainframe_fxspot", getEnt("kino_mainframe_fxspot","targetname"));
setVar("zombie_goto", getEnt("kino_teleporter_zombiegoto","targetname"));
setVar("mainframe_spawn", getEntArray("kino_mainframe_spawn","targetname"));
setVar("pap_room_spawn", getEntArray("kino_paproom_spawn","targetname"));
setVar("transfer_room_structs", getEntArray("kino_image_room","targetname"));
setVar("teleporter_status", 0);
level.paping = false;
level.disable_pap = true;
level.kts["zombie_goto"] create_zombie_point_of_interest( 1536, 96, 10000, true );
level.kts["zombie_goto"].attract_to_origin = false;

// You CAN edit these
setVar("teleporter_cooldown_time", 60); // After a teleport, this is how long a wait until you can use it again
setVar("teleport_lag", 5); // When you go to teleport, this is how long it will wait until it actually teleports
setVar("pap_room_time", 40); // This is how long you are in the pack-a-punch room
setVar("wait_for_pap", true); // If false, you can be teleported out of the room even if there is a gun in the slot of the pap machine
setVar("teleport_cost", 0); // This is the amount of money it costs to teleport

// You MUST change these to be correct
setVar("room_is_pap", true); // If the room you go to when teleporting does NOT have the pack-a-punch in it, set this to false

if(!level.kts["room_is_pap"])
level.disable_pap = false;
}
level_players()
{
while(1)
{
level.players = get_players();
wait 0.5;
}
}
teleport_room_fx()
{
//points = level.kts["transfer_room_structs"];
points = getEntArray("kino_image_room","targetname");
for(i=0;i<points.size;i++)
{
points[i].struct = Spawn( "script_model", points[i].origin );
points[i].struct SetModel( "tag_origin_animate" );
points[i].struct.angles = points[i].angles;
PlayFxOnTag( level._effect["zombie_flashback_american"], points[i].struct, "tag_origin" );
}
}
main()
{
while(1)
{
setVar("teleporter_status", 1);
level.kts["teleporter_trigger"] waittill("trigger");
setVar("teleporter_status", 2);
level.kts["mainframe_trigger"] waittill("trigger");
setVar("teleporter_status", 3);
while(1)
{
level.kts["teleporter_trigger"] waittill("trigger", who);
if(level.kts["teleport_cost"] == 0)
break;

if(who.score < level.kts["teleport_cost"])
{
who playsound("deny");
continue;
}
who playsound("purchase");
who maps\_zombiemode_score::minus_to_player_score( level.kts["teleport_cost"] );
break;
}
setVar("teleporter_status", 4);
level.kts["teleporter_trigger"] do_teleport();
setVar("teleporter_status", 5);
wait level.kts["teleporter_cooldown_time"];
}
}
do_teleport()
{
// start fps fx
self thread teleport_pad_player_fx();

// Activate the TP zombie kill effect
self thread teleport_nuke( 20, 300, false); // Max 20 zombies and range 300

// 3rd Person Beam
level.kts["teleporter_fxspot"] thread pad_explosion();

// Teleport the players
self teleport_players();
}
teleport_players()
{
//thread do_mainframe_explode();
wait level.kts["teleport_lag"];
self notify( "fx_done" );
players_in = [];
attract = false;
for ( i = 0; i <level.players.size; i++ )
{
if( self player_is_near_pad( level.players[i] ) )
{
players_in[players_in.size] = level.players[i];
level.players[i] SetTransported( 2 );
level.players[i] SetStance( "stand" );
level.players[i] disableOffhandWeapons();
level.players[i] disableweapons();
image_room = getent( "teleport_room_" + i, "script_noteworthy" );
level.players[i].teleport_origin = spawn( "script_origin", level.players[i].origin );
level.players[i].teleport_origin.angles = level.players[i].angles;
level.players[i] linkto( level.players[i].teleport_origin );
level.players[i].teleport_origin.origin = image_room.origin + (0,70,-60); // 0, -70, -60
level.players[i].teleport_origin.angles = image_room.angles + (0,180,0);
setClientSysState("levelNotify", "t2d", level.players[i]);
level.players[i] FreezeControls( true );
wait_network_frame();
}
}
if(players_in.size == level.players.size)
{
attract = true;
level.kts["zombie_goto"].attract_to_origin = true;
}
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i].teleport_origin delete();
players_in[i].teleport_origin = undefined;
players_in[i] SetTransported( 0 );
players_in[i] FreezeControls( false );
players_in[i] enableOffhandWeapons();
players_in[i] enableweapons();
players_in[i] setOrigin(level.kts["pap_room_spawn"][i].origin);
}
if(level.kts["room_is_pap"])
level.disable_pap = false;
wait(level.kts["pap_room_time"] - 2);
if(level.kts["room_is_pap"] && level.kts["wait_for_pap"])
while(level.paping)
{
wait 0.5;
}
for ( i = 0; i <players_in.size; i++ )
players_in[i] SetTransported( 2 );
if(level.kts["room_is_pap"])
level.disable_pap = true;
level.kts["mainframe_fxspot"] thread do_mainframe_explode();
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i] SetTransported( 2 );
players_in[i] SetStance( "stand" );
players_in[i] disableOffhandWeapons();
players_in[i] disableweapons();
image_room = getent( "teleport_room_" + i, "script_noteworthy" );
players_in[i].teleport_origin = spawn( "script_origin", players_in[i].origin );
players_in[i].teleport_origin.angles = players_in[i].angles;
players_in[i] linkto( players_in[i].teleport_origin );
players_in[i].teleport_origin.origin = image_room.origin + (0,70,-60);
players_in[i].teleport_origin.angles = image_room.angles + (0,180,0);
players_in[i] FreezeControls( true );
setClientSysState("levelNotify", "t2d", players_in[i]);
wait_network_frame();
}
wait 2;
for ( i = 0; i <players_in.size; i++ )
{
players_in[i].teleport_origin delete();
players_in[i].teleport_origin = undefined;
players_in[i] SetTransported( 0 );
players_in[i] FreezeControls( false );
players_in[i] enableOffhandWeapons();
players_in[i] enableweapons();
players_in[i] setOrigin(level.kts["mainframe_spawn"][i].origin);
}
if(attract)
{
level.kts["zombie_goto"].attract_to_origin = false;
}
}
handleTriggers(self1, self2)
{
self1 SetCursorHint( "HINT_NOICON" );
self2 SetCursorHint( "HINT_NOICON" );
while(1)
{
hint1 = "";
hint2 = "";
switch(level.kts["teleporter_status"])
{
case 0: // Need power
hint1 = "You need to activate the power before using the teleporter";
hint2 = "You need to activate the power before using the teleporter";
break;
case 1: // Startup
hint1 = "Press &&1 to initiate link to mainframe";
hint2 = "Waiting for initial link to mainframe";
break;
case 2: // Waiting for link
hint1 = " ";
hint2 = "Press &&1 to link pad to mainframe";
break;
case 3: // Linked
if(level.kts["teleport_cost"] == 0)
hint1 = "Press &&1 to teleport";
else
hint1 = "Press &&1 to teleport [Cost: " + level.kts["teleport_cost"] + "]";
hint2 = " ";
break;
case 4: // Teleporting
hint1 = "Teleporting in progress";
hint2 = "Teleporting in progress";
break;
case 5: // Cooling down
hint1 = "The teleporter is cooling down";
hint2 = "The teleporter is cooling down";
break;
default: // Failsafe
hint1 = " ";
hint2 = " ";
break;
}
self1 setHintString(hint1);
self2 setHintString(hint2);
wait 0.5;
}
}
setVar(var, value)
{
// Sets the value on the array
level.kts[var] = value;
}
teleport_pad_player_fx()
{
self endon( "fx_done" );

while ( 1 )
{
players = getplayers();
for ( i = 0; i < players.size; i++ )
{
if ( isdefined( players[i] ) )
{
if ( self player_is_near_pad( players[i] ) )
{
players[i] SetTransported( 2 );
}
else
{
players[i] SetTransported( 0 );
}
}
}
wait ( .05 );
}
}
player_is_near_pad( player )
{
radius = 88;
scale_factor = 2;

dist = Distance2D( player.origin, self.origin );
dist_touching = radius * scale_factor;

if ( dist < dist_touching )
{
return true;
}

return false;
}
teleport_nuke( max_zombies, range, end_after_one )
{
self endon( "fx_done" );
if(!isDefined(end_after_one))
end_after_one = false;
while(1)
{
zombies = getaispeciesarray("axis");

zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range );

for (i = 0; i < zombies.size; i++)
{
wait (randomfloatrange(0.2, 0.3));
if( !IsDefined( zombies[i] ) )
{
continue;
}

if( is_magic_bullet_shield_enabled( zombies[i] ) )
{
continue;
}

if( !( zombies[i] enemy_is_dog() ) )
{
zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
}

zombies[i] dodamage( 10000, zombies[i].origin );
playsoundatposition( "nuked", zombies[i].origin );
}
if(end_after_one)
return;
wait 0.01;
}
}
pad_explosion()
{
self thread pad_explosion_sound();
playfx(level._effect["transporter_pad_start"], self.origin);
wait level.kts["teleport_lag"];
playfx(level._effect["transporter_beam"], self.origin);
}
pad_explosion_sound()
{
count = 0;
while(1)
{
count ++;
if(count == 5)
return;
sound = "top_spark" + count + "_warmup";
playsoundatposition(sound, self.origin);
wait 0.1;
if(count == 4)
return;
}
}
do_mainframe_explode()
{
playfx(level._effect["zombie_mainframe_beam_start"], self.origin);
wait 4;
earthquake(0.3, 2, self.origin, 1024);
playfx(level._effect["zombie_mainframe_beam"], self.origin);
self thread teleport_nuke( 20, 300, true);
}
7 years ago
Hi! Is there a way to have the kino style teleporters and have it go into the pap room then into other random rooms before teleporting back to spawn? I've looked around but didn't see anything. If anyone finds anything, let me know! Thank you
7 years ago
How dit you get that torn down Ferris wheel, I would really want that in my map :p

Port COD4 models, it's really simple
8 years ago
Thanks for the update man! Keep it up

Thanks!
8 years ago
Sorry for the long no update. I'm about finished with the map, and just need to polish some area's and add other little things.
Here's some updated images.

(Reception Desk)


(Outside/River Stream)


(Kitchen)


(Bathroom)


(Morgue)


I'm thinking the map should be done by late November/early December but i'm not trying to rush things, to make sure everything is perfection. I'll upload more in a couple of days. Please wait!
8 years ago
The zombies mode is impressive, but the multiplayer and campaign are mediocre.
8 years ago
I get what you're going for, but sometimes mappers don't want to map what other people want, they most likely started mapping because of what they envisioned. Harry wasn't being an ass but he's trying to tell you that you're better off doing a map by yourself, there alot of resources here and if you have any questions make a topic in the help topic and people will help you.
8 years ago
Iron sights can be fixed by using the correct viewhands, and the mk2 can be fixed by changing mg and sniper's impact type.
8 years ago
Loading ...