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Topics - KDXDARK

okey so yesterday i was testing some script what i take from Der riese, and now i want to change the song of the meteor but when i change the name it dont work.

Code Snippet
Plaintext
play_music_easter_egg()
{
if (!IsDefined (level.eggs))
{
level.eggs = 0;
}

level.eggs = 1;
setmusicstate("eggs2");

//player thread create_and_play_dialog( plr, "vox_audio_secret", .25);

wait(270);
setmusicstate("WAVE_1");
level.eggs = 0;
}

also it dont plat the meteor_affirm sound
Code Snippet
Plaintext
meteor_egg( trigger_name )
{
while(1)
{

if(!IsDefined (level.meteor_counter))
{
level.meteor_counter = 0;
}

meteor_trig = getent ( trigger_name, "targetname");

if( !isdefined( meteor_trig ) )
{
return;
}
meteor_trig UseTriggerRequireLookAt();
meteor_trig SetCursorHint( "HINT_NOICON" );

meteor_trig waittill( "trigger", player );
player playsound( "meteor_affirm" );

level.meteor_counter = level.meteor_counter + 1;
return;
}
}

somebody can help me? (i have the sounds included in a .csv)
10 years ago
I go this error when i try to open asset_manager on the launcher: FAILED TO EXECUTE: asset_manager, and if i try open it manually it give me this error: "This application has failed to start because the application configuration is incorrect. Reinstalling the application may fix this problem". i reinstall all and it dont work also i have all the c++ installed

10 years ago
Hi i am KDXDARK and i have custom tutorial of how to add buyable song for the jukebox.
Hola soy KDXDARK y hoy les voy a mostrar como añadir canciones comprables al jukebox

Quote from Treminaor
Quote
It is also possible to have the Jukebox start with a limited amount of songs, and then by calling the add_song() function at any time during gameplay you could add a song to the menu, since it is dynamic. For instance, you could create an objective system for finding CD's scattered around the map - each CD unlocks a new song in the Jukebox! It's up to you to code these events, obviously.
--------------------------------------------------------------------------------------------------------------------
También es posible tener el inicio Jukebox con una cantidad limitada de canciones, y luego mediante una llamada a la función add_song() en cualquier momento durante el juego podría agregar una canción al menú, ya que es dinámica. Por ejemplo, podría crear un sistema objetivo para encontrar CD repartidos por todo el mapa - cada CD desbloquea una nueva canción en la rockola. Depende de usted para codificar estos eventos, obviamente.

First: Go to root/mods/mapname/maps and open you mapname.gsc or root/raw/maps/mapname.gsc
Primero: Vayan a root/mods/nombredelmapa/maps y abran el nombredelmapa.gsc o puede estar en root/raw/maps y abran nombredelmapa.gsc

and under the fuction maps\_zombiemode::main(); add this:
y debajo de la funcion maps\_zombiemode::main(); Añadan esto:

Code Snippet
Plaintext
//***********************************************************************/
//    JUKEBOX STUFF
//***********************************************************************/

song1_trig = getentarray( "song1","targetname" );
array_thread( song1_trig,::song1_buy );

//***********************************************************************/
//    JUKEBOX STUFF END
//***********************************************************************/

And bottom of the script add this
y debajo del script añadan esto:

Code Snippet
Plaintext
song1_buy()
{
    cd1 = getEnt("song1_cd","targetname");
    user = undefined;
    cost = 1000;                                        //change to cost that you want/cambiar precio

    self setCursorHint("HINT_NOICON");
    self UseTriggerRequireLookAt();

    self setHintString("press &&1 to buy a song [Cost: "+cost+"]");            //text hint trigger/texto del trigger

    while(1)
    {
        self waittill("trigger", user);
        if( is_player_valid(user) && user.score >= cost )
        {
            play_sound_at_pos( "cha_ching", self.origin );
            user thread maps\_zombiemode_score::minus_to_player_score( cost );
            self delete();

thread mapsugx_jukebox::add_song("SONG NAME", "soundaliasname");
wait(0.1);

cd1 delete();

        }
        else
        {
            play_sound_at_pos( "no_cha_ching", self.origin );
wait(0.1);
        }
wait(0.1);
    }
}

where it say SONG NAME you put the name of your song and where say soundaliasname put the file name of your song
Donde dice SONG NAME pones el nombre de la cancion y donde dice soundaliasname pones el nombre del archivo de la cancion

Example // Ejemplo:

Code Snippet
Plaintext
thread mapsugx_jukebox::add_song("Destroy it", "Destroy_it");
   
Now open the Radiant // Ahora abre el radiant

1)_ Create a trigger_use and give it this kvps = targetname : song1 // Crea un Trigger_use y dale este kvps = targetname : song1

2)_ Add the model what you want and give it this kvps= targetname : song1_cd // ahora añade el modelo que quieras y dale este kvps= targetname song1_cd

this is the result // este es el resultado

Dynamically Add Songs In-Game
10 years ago
1)_ i create a fuction and i do it work in some gamemodes, but how i do it only works with timed gameplay in that gamemodes.

example:
Code Snippet
Plaintext
if(level.ugxm_settings["gamemode"] == 0 || level.ugxm_settings["gamemode"] == 2 )
{
   example();
}
2)_ when i add a song in the jukebox the model disappears and it works, but if remove the song the model appears but it dont work :(

3)_i create a fuction to add song to the jukebox(this work perfect), but how i do to delete the model?, it dont play the sound "cha_ching" and "no_cha_ching".
Code Snippet
Plaintext
song1_buy()
{
    user = undefined;
    cost = 1000;                                        //change to cost that you want

    self setCursorHint("HINT_NOICON");
    self UseTriggerRequireLookAt();
    //self setHintString("The power must be activated first");                //remove line if you want it to work without power

   //flag_wait( "electricity_on" );                                //remove line if you want it to work without power

    self setHintString("press &&1 to buy a song [Cost: "+cost+"]");            //text hint trigger

    while(1)
    {
        self waittill("trigger", user);
        if( is_player_valid(user) && user.score >= cost )
        {
            play_sound_at_pos( "cha_ching", self.origin );
            user thread maps\_zombiemode_score::minus_to_player_score( cost );
            self delete();

thread maps\ugx_jukebox::add_song("Gotcha bitch", "song1");
wait(0.1);

        }
        else
        {
            play_sound_at_pos( "no_cha_ching", self.origin );
wait(0.1);
        }
wait(0.1);
    }
}
10 years ago
I have a pc gammer of 2010/2011, it works perfectly and have:

QuadCore AMD Phenom II X4 Black Edition 965, 3416 MHz
4GB RAM
1TB hard drive
NVIDIA GeForce 9800 GT
Sentey Black Box Power 500w

I'm gonna buy this:

Geforce Nvidia Gtx650 Ti 1gb Ddr5 Hdmi Dvi 2 Vga
Topower 700w ATX
Ram 8gb Kingston Ddr3 1333 Mhz.

cost: USD: $603,99 // ARG: $3607

is this a good update for this and the next year?
11 years ago
i dont know what i do, but when i try to compile my map it give me this error

Code Snippet
Plaintext

********************************************************************************
UNRECOVERABLE ERROR:
  Max cells exceeded

Linker will now terminate.
********************************************************************************

==================================================
Linker summary:

There were 0 warnings and 1 error.

Errors:
  (!) UNRECOVERABLE ERROR: Max cells exceeded
Arguments passed to linker:
  -nopause -language english -moddir zombie_xcof zombie_xcof

==================================================

here is what i have in my map:

11 years ago
how i do to delete the hand of the trigger?
11 years ago
i create a .bik file and i put it into main/video and in my mod folder but when i load my map it doesnt appears it show "activi$ion".

somebody can help me?
11 years ago
This map can be downloaded from the UGX Map Manager.


Welcome to the Next Gen!
Zombie Xcof
the brightness will not help you
This map features UGX Mod v1.0.3! For a full list of features, click here.





Map Progress:
100%

Features:
UGX MOD 1.0
Custom characters
UGX FX system
Black Ops perks
Easter Egg with sounds
Ending
Bank System
Music Easter egg
No grenades
Runners from start




Special thanks to: Treminaor, Sajeone, Ray1235, daedra descent, JR-Imagine and for all the people that helped me throughout this time!


11 years ago
when i launch my map it crash and say:

PMem_Free( ui, 0 )
Loading fastfile localized_zombie_xcof
Database: Assets Sync Started
Loading fastfile 'localized_zombie_xcof'
used 136.96 MB memory in DB alloc
ERROR: image 'images/_-gc_usa_unioninsp_backpack_alpha_c.iwi' is missing
ERROR: image 'images/c_chn_mp_pla_upper1_vest_n.iwi' is missing
ERROR: image 'images/_-gc_gen_insidemouth_c.iwi' is missing
ERROR: image 'images/_-gc_gen_eye_blue_c.iwi' is missing
ERROR: image 'images/char_base_fabric_nocloth.iwi' is missing
ERROR: image 'images/_-gc_gen_arm_clean_c.iwi' is missing
ERROR: image 'images/c_chn_mp_pla_lower_n.iwi' is missing
Database: Assets Sync Finished
Loading fastfile zombie_xcof_patch
Database: Assets Sync Started
Loading fastfile 'zombie_xcof_patch'
used 1.27 MB memory in DB alloc
Database: Assets Sync Finished
Error: Need 54013999 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966

Unhandled exception caught

this start after i add the song to the jukebox

Post Merge: October 22, 2013, 12:42:04 am
i restart my computer but i keep getting the same error
11 years ago
how i do to hide all the hud?

i tried with cg_drawhud and ui_hud_hardcore, but it dont hide the rounds.
11 years ago
how i do the zombie jump from the ground to a roof?

11 years ago
Hi i am KDXDARK and i going to show you how to make zones for Nazi Zombies, let's go!

1)_ Open the launcher and open the radiant

1.1)_ In radiant open your map, if you got your start zone in your map please dont do the step 1.2.

1.2)_ in radiant do right clic in the 2D view



and go to: Info > volume

and cover the area of the start, press N and give it the next Kvp's:
Code Snippet
Plaintext
targetname
start_zone
-------------
target
start_zone_spawners

deselect the info_volume and do right clic on the 2D view and go to: actor > axis > zombie > ger > ber_sshonor



now give the next Kvp's to the char
Code Snippet
Plaintext
targetname
start_zone_spawners
-------------
script_noteworthy
zombie_spawner
-------------
count
9999
-------------
script_forcespawn
1

and select "spawner" and "forcespawn

it need look's like this



now you going to see like a yellow line connecting the info_volumen with the zombie.

1.4)_ let's add some riser's for this we need do the next:

-Make a copy of the zombie(what we make up), but in this zombie going to add a new Kvps

Code Snippet
Plaintext
script_string
riser

here a screenshot:



now in the 2D view do right clic and go to: script > struct



and give it this Kvp's:
Code Snippet
Plaintext
targetname
start_zone_spawners_rise
-----------------------
script_noteworthy
find_flesh



Important: the "find_flesh" is for the zombies don't need reach a window(this going to make the zombie spawn and find the player), if you remove it they need a window for enter in your map.(sorry for my bad explanation, download the map example).

IF MY EXPLANATION IS WRONG PLEASE SOMEBODY CHAGE IT!



1.5)_let's add some Dogs for this we need do the next:

-do right clic on the 2D view and go to: Actor > zombie_dog



and give it the next kvps:
Code Snippet
Plaintext
targetname
zombie_spawner_dog_init
-------------------------------
script_string
zombie_chaser
-------------------------------
script_noteworthy
zombie_dog_spawner

and select the "spawner" and "forcespawn"



do right clic in the 2D view and go to script > struct



and give it the next kvps:
Code Snippet
Plaintext
targetname
start_zone_spawners_dog

all right dogs added!

2)_ Now let's go to add zones

2.1)_

and go to: Info > volume

and cover the area you want, press N and give it the next Kvp's:
Code Snippet
Plaintext
targetname
zone1
-------------
target
zone1_spawners

deselect the info_volume and do right clic on the 2D view and go to: actor > axis > zombie > ger > ber_sshonor



now give the next Kvp's to the char
Code Snippet
Plaintext
targetname
zone1_spawners
-------------
script_noteworthy
zombie_spawner
-------------
count
9999
-------------
script_forcespawn
1

and select "spawner" and "forcespawn

it need look's like this



now you going to see like a yellow line connecting the info_volumen with the zombie.

2.2)_ let's add some riser's for this we need do the next:

-Make a copy of the zombie(what we make up), but in this zombie going to add and change Kvps

Code Snippet
Plaintext
targetname
zone1_spawners
-----------------------
script_string
riser

here a screenshot:



now in the 2D view do right clic and go to: script > struct



and give it this Kvp's:
Code Snippet
Plaintext
targetname
zone1_spawners_rise
-----------------------
script_noteworthy
find_flesh



now make a door(a normal door with trigger and all the stuff)

but give this kvps to the trigger:

Code Snippet
Plaintext
script_flag
enter_zone1

Now select the door first and the zombie and press W, now you going to see a yellow line connecting the door and the zombie.

all done on the radiant!

3)_ now open your mapname.gsc

if you use the UGX script placer is in: root/mods/mapname/maps

if you use the script placer(by mrhankey) is in: root/raw/maps

find the next:
Code Snippet
Plaintext
dlc3_zone_init()

and you going to see this:

Code Snippet
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	add_adjacent_zone( "initial_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );

change it for:

Code Snippet
Plaintext
	add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
add_adjacent_zone( "zone1", "zone2", "enter_zone2" );

explanation:

this connect the zones with another zones, for example the start_zone will connect with the zone1 by the script_flag(enter_zone1) of the trigger of the door.
(i think is wrong, but somebody going to fix it)

you can add a lot of zones, but you need change the zones name with what you want, example:"zone1","zone2","zone3","zone4","zone5","zone6"

Another example:

suppose i got 3 rooms in my map, with the start_zone in the middle, the zone1 at the left and the zone2 at the right. The script wiil be like this

   add_adjacent_zone( "start_zone", "zone1", "enter_zone1" );
        add_adjacent_zone( "start_zone", "zone2", "enter_zone2" );

this will do the start_zone connect with the zone1 and the zone2.

IF SOMEBODY CAN FIX THIS PART BECAUSE MY ENGLISH ISN'T GOOD!

Map example download: https://mega.co.nz/#!wBE3HZ7K!UUNQtlbxlIpE11qaZ85ysz_7d3kLLe1ELC2SKnCOekM
http://www.mediafire.com/view/75lawcod345i1ls/test_zones.map


SO THAT'S ALL!

if i forgot something please tell me
11 years ago
Rated
New game mode | Rated | test 1

Description:

-The mod consist in gain more points than the another players in a limited time, if you gain more points than the another player, you win!.

Planned:
-Add it to UGX MOD
-Custom sounds

Features:

-Competitive mod
-5, 10 and 15 minutes of fun
-20 weapons
-All weapons give points
-Entertaining music of 5, 10 and 15 mins.
-No perks, no powerups

Bug Fixes:

0.1
-Fixed drop of zombies
0.2
-Fixed sounds

I take the idea from the map Stinky(prototype map) and i try to addapt it to der riese style, But with new sounds(i used the sound of stinky market), new weapons(ugx mod weapons).

Big thanks to Fooy's for create this awesome mod!!

This mod is not "approved" by the UGX Team, i going to add it to my map only, there isnt going to be released(mod). But if UGX Team want it, I'll be in agreement  and i going to give it to them :)

11 years ago
just see the clip from the minute 5:30.

Black Ops 2 Origins Zombies Easter Egg Ending (Cutscene & Last Steps Complete / Release Samantha)

i think the next call of duty(not ghosts) dont going to have zombies :(

trollarch :troll:
11 years ago
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