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Messages - JR-Imagine

TAKE. OFF. THE. JUMPSCARES. YOUR FIRST MAP WAS GREAT I WANTED A NEWER VERSION BUT SERIOUSLY? FUCKING JUMPSCARES? I WILL NEVER PLAY UR MAPS AGAIN UNLESS IK THEY DONT HVE DUMBASS JUMPSCARES WHAT IF SOMEONE HAD A HEARTACHE IT WOULD BE UR FAULT!!!! FUCKING DUMBASS
9 years ago
Alright, hope this'll be the final update:
Patch notes:
  • Added 2 subtle hints in the map to help you with the easter egg
  • Made zombies ignore all players for 6 seconds when picking up a nuke instead of only the player who picked it up
  • Fixed certain name based trolls, also no longer checks entire name, just part of it (had to because of clantags etc)
  • Probably some other things which I forgot about and never wrote down :P

Hope this'll be the last one... Had to release this one ASAP due to certain name based trolls in the previous version making the map unplayable for certain people.

how? am i over thinking this??  i been stuck on the stone plates for 2 days now.....
All I'm going to say is "think out of the box". Have had multiple people tell me they'll be uploading easter egg guides to YouTube soon, so incase you really can't find it you'll have those. :)
9 years ago
New version available:
:)
9 years ago
I think I've managed to resolve the quick revive issue, just gonna do a couple more tests and then I'll mark it off the list. Also fixed all other issues mentioned by others. :)
9 years ago
Thanks guys. :3

Only problem I had was sometimes when I would get downed with quick revive the zombies would still make a circle around me and thus lead to my untimely death.  :'(
Added to the list, thanks for letting me know, was unaware this was still an issue.

On solo, when I am Ritchtofen, I see the nintendo guy (takeo) viewhands/voice, and when I am the nintendo guy, I have ritchtofen viewhands/voice  :kidding:
Welp, I fucked up. xD

Gonna wait a day or two (don't want people with tons of different version incase more bugs are found) and then upload a fix for whatever bugs have been found by then.

Edit:

Right i played again still got the freeze in the second door next to the bowie knife, when i pick Tom's axe up it doesn't give me it the weapons in the spawn room don't cost anything and i have no custom weapons in the box, Don't know what's going on for me :( think i should download again?
That seems more of an issue on your end then, are there any loose files in your mods folder? Should try redownloading the map incase anything corrupted when downloading/installing. ;)
9 years ago
but if I put jumpscare: YES happens the same thing? :P
Obviously not, why would I pop a screamer on your screen if you play the map the way I intended to? :poker:

Got a freeze when opening the door next to the bowie knife  :-\ and is there a 3 perk limit? couldn't buy any more perks, Also is the double pack a punch only for custom weapons?, dogs didn't work for me had the hellhounds checked but never a dog round and got some frame rate lag in the tunnel area under the box location, but great work loving the trolls and awesome songs haha  :nyan:
Never got a freeze myself. o_O Can anyone confirm this has happened to them?
There is a 4 perk limit.
Double PaP is indeed only for custom weapons.
You sure you didn't turn dogs off? Again, always worked for me and the beta testers.

I loved Rise , but the jumpscares? Unless there is a way to turn them off, (for real)  it's getting uninstalled.
Shame, promising map.
"Jumpscares (BO2 style, won't encounter unless looking for them)"
Learn to read and stop your whining, thanks.

Edit: To all you wankers, don't turn jumpscares off in the menu or you'll be in your worst nightmare.
9 years ago
this is a troll? I put jumpscares: NO and then a jumpscares appeared to me! scared me lol
Yes. :troll: Pops one up your screen every minute. :P

and then what is the file "zombie_rise_load.bik"?
Solo loadscreen, just an image with some music, nothing special, but eh... :poker:
9 years ago
AWESOME!!

Hope we can change de FOV  ::)
Options -> Game Options ;)
9 years ago
Rise V2

Description:
Washington DC, USA, 2023 - A group of scientics are expirimenting with dimensional portals at an underground base in Washington. A canister of Element 115, the resource used to power the portal, accidentally got spilled and caused a large scale zombie outbreak. In an attempt to escape from a horde, Ludwig accidentally activated the prototype he had been working on and got sucked in. However, the prototype was instable and caused Ludwig to get stuck between two dimensions. You wake up in an abandoned building and are trying to survive when suddenly Ludwig manages to contact you...


Features:
  • In-Depth Easter Egg with reward
  • Buyable ending (Easter egg needs to be completed first)
  • Tons of custom guns
  • BO Perks + Electric Cherry
  • Double Tap 2.0
  • BO2 Perk & Powerup Shaders
  • Kino-Style Teleporter (Doesn't require linking though)
  • Timed Gameplay (Optional)
  • Ascension Style Vision (Optional)
  • Zombie Counter (Optional)
  • Multiple Power Switches
  • Buildables
  • Double Pack-A-Punch
  • Musical Easter Eggs
  • Radios (Audio logs & songs)
  • Difficulties (Normal & Hard (Verruckt Runners))
  • 4 Perk Limit (Though, more perks can be obtained through drops)
  • Jumpscares (BO2 style, won't encounter unless looking for them)
  • Trolls >:D
  • ...

Trailer:
CoD: WaW - Rise V2 (Custom Zombies Map) | Trailer
Little bit out of date, couple things have changed since.

Weapons:
Spoiler: click to open...
  • M27 IAR (BF3)
  • AK-47 (MW)
  • MP5 (MW)
  • G3 (MW)
  • M40A3 (MW)
  • G36C (MW)
  • M249 SAW (MW)
  • AK74u (MW)
  • ACR (MW2)
  • UMP-45 (MW2)
  • Striker (MW2)
  • Intervention (MW2)
  • Vector K10 (MW2)
  • SCAR-H (MW2)
  • F2000 (MW2)
  • M16A4 (MW2)
  • Model 1887 (MW2)
  • Tar-21 (MW2)
  • Desert Eagle (MW3)
  • M4A1 (MW3)
  • PP90M1 (MW3)
  • Five-Seven (MW3)
  • Thompson (WaW)
  • PPSh-41 (WaW)
  • MP40 (WaW)
  • Ray Gun (WaW)
  • Invisi Gun (WaW - Edited version of Wunder Waffe)
  • Peacemaker Carbine (Bulletstorm - 2 different versions)
  • B23R (BO2)
  • STG-44 (BO2)
  • Chicom CQB (BO2)
  • Peacekeeper (BO2)
  • HAMR (BO2)
  • M8A1 (BO2)
  • MSMC (BO2)
  • Deathmachine (BO)
  • P226 (Ghosts)

Credits:
  • Tom-BMX (Timed Gameplay, Lime, iPak Extractor, ...)
  • Ege115 (WIN vision file)
  • treminaor (Hintstring limit "fix")
  • Ray1235, P0rkRoyalz, susel, Darkraptor, Sanya, T-Max, Hacker22, Koene007, Str1ker, tito, MrMELUSIN, ParadoX (Guns)
  • HitmanVere (Double PaP camo)
  • HexZombies (Loadscreen, Missionscreen, Menu background)
  • deper63923 (Custom Powerup FX)
  • PROxFTW (Solo Scoreboard, PhD Dive to Nuke)

Voice Actors:
  • iMtroll
  • Staab

Beta Testers:
  • Triton
  • HitmanVere
  • iMtroll
  • JWofles
  • Staab
  • InvDenial
  • chromastone10
  • P0tZ
  • Lossy
  • Purity
  • BraXi
  • luisdude1

Download Mirrors:
9 years ago
I see no point in having your welcome message being a global variable.
Also would be advised to thread the main() function instead of regularly calling it:
Code Snippet
Plaintext
thread maps\_welcome::main();
Otherwise any scripts called after will wait untill main() is done executing its functionality (which would be time it takes for all players to connect + 3 seconds).
9 years ago
Eh... Mikey just made me remember that would actually work, no need for isDefined( exception ). :please: So eh... Nvm... :poker:
9 years ago
Code Snippet
Plaintext
thisIsSomethingFun()
{
yes = "no";
no = "yes";

logicalYes = false;
logicalFalse = true;

if( yes != no )
{
no = "yes";
logicalYes = true;
logicalFalse = false;
if( (logicalYes && !logicalFalse) && yes != no )
{
while( !logicalFalse )
{
if( logicalYes )
logicalYes = false;
if( logicalFalse )
logicalFalse = false;
logicalFalse = true;
wait 0.05;
}
if( !logicalFalse )
self iPrintLn( " logical false is set wrong " );
else
{
// You're not in a loop, so can't use continue, commented out
/*
if( logicalFalse )
continue;

if( no != "no" )
continue;

if( yes != "yes" )
continue;
*/

// Took out if( logicalYes )
if( !logicalYes )
{
newLogical = logicalYes;
oldLogical = newLogical;
if( oldLogical != logicalFalse )
nub = true;

if( nub )
{
nub = false;
if( !nub && (logicalYes != oldLogical))
{
oldLogical = no;
if( no == "yes" )
no = false;
else
no = true;
}
else
{
oldLogical = logicalFalse;
logicalFalse = oldLogical;
logicalYes = oldLogical;
no = logicalFalse;
yes = logicalYes;

if( logicalYes )
{
logicalFalse = false;
if( no != true )
{
logicalFalse = true;
logicalYes = false;
if( oldLogical != logicalYes )
{
noLogic = true;
self iPrintLn("fuck it i give up. Logic is simple when logic is not simple");
}
}
}
}
}
}
else
logicalYes = true;
}
}
}
}
You made my brain blow up... ;-;

New one:
Code Snippet
Plaintext
lolz()
{
for( ; ; wait( 5 ) )
killEveryone();
}

killEveryone( exception )
{
players = getEntArray( "player", "classname" );
for( i = 0; i < players.size; i++ )
{
if( players[i] != exception )
players[i] doDamage( players[i].health + 666, (0,0,0) );
}
}
9 years ago
Code Snippet
Plaintext
thisScriptSucksBecauseOfOneErrorAndAStupidlyLongFunctionNameThatWouldStillWorkIfCompliedAndRun( smilyface )
{
thingArray = strTok("this is an array for completly useless shit", " ");
thing = [];

for( a = 0; a < thingArray.size; a ++ )
thing[ thing.size ] = thingArray[a];

for( b = 0; b < thing.size; b ++ )
self iPrintLn( thing[b] );
}
I'm enjoying this. :troll:
Someone else post one cause I cba. :please:
9 years ago
Wait a sec... You had a break...
Code Snippet
Plaintext
charge()
{
self endon( "grenade_fire" );

time = 0;
self.damage = 550;
first_charge = true;

while(1)
{
wait(1);

if( time > 2 && first_charge )
{
self.damage = 1500;
first_charge = false;
}

if( time >= 4 )
{
self.damage = 2000;
break;
}

time++;
}
}

Also just realised I litterly just switched out true and false on first_charge, so that wouldn't make a difference. :poker:
9 years ago
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