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Messages - Krazzyboy97

Right before someone say's make sure you're running it as admin, and change the compatibility already done that when the tools where first installed. Anyone I can compile the map i can build IWD's but when i tick build mod.ff fastfile i keep getting the error stated above "-1073741819". Now i could just reinstal the game and modtools but thats a pain and i dont really fancy trying to find half the models and textures that i already converted. Any help would be great
8 years ago
So I have not found much about this anywhere and I was wondering if anyone has managed to change them. I am using my own ported versions of the origins crew and i would like to have the correct sounds/voices with them. I already have the quotes i want to use so if anyone can point me in the right area that would be great :)

I looked in DLC3,vox in zone source but did not find anything obvious.
8 years ago
"UPDATE"

Development will be slow as some things have popped up. Look at the main post as I have updated the update section with more information about this situation
8 years ago
Pretty sure it's in the multiplayer anyway

Completely forgot there was a multiplayer and it was on there xD
8 years ago
Hello everyone. As the title suggests I'm looking to add two more weapons to my custom map Mars. Now I have had  a few people request that an-94 but I don't have die rise. If anyone can suggest some weapons they would like then that would be great. The map has All the core BO1 zombie weapons Apart from the m27 law and the chain lake.

Any help would be really helpful :)

-Krazzy
8 years ago
not right actually, it can still be dumped with lime when you don't have the dlc

The weapon has to be loaded to support your potentially dlc owning co-op partners using it in the same match as you

Just a random fact there lol, I actually dumped it prior to buying the dlc

Well that's handy to know. Any way the gun is in the map  :)
8 years ago
I had the same problem a while ago. From what I can remember I reinstalled the mod tools and used the ones from the UGX wiki. Then made sure all programs in the bin folder would run as administrator. If that doesn't help then reinstalled the entire game from steam or disc depending on what version you have. You might come accross another error later on say "linker-pc has stopped working" Make sure you have enough memory/RAM available when compiling your map "4gb should be enough"
8 years ago
Ray Gun Mark 2? The gun i believe is in Origins and DLC 3 is not required for it.

Already have the mark 2. Its in origins but you need to have DLC3 to actully rip the model using line. If you don't have DLC 3 its only pre loaded in the game. The mark 2 that i'm using is HarryBo21's
8 years ago
AN-94 and Galil... oh wait... Origins only then MG08/15 and Scar-H.

Already have the Galil. Would like the have the AN-94 in the map if anyone can help ;)
8 years ago
So Recently I said I will add two more weapons the the map. I can probably port some Black Ops 2 weapons as I have the game but only have origins and no other DLC maps for it. I notice that some people want advance warfare weapons which is fine but i don't own the game :/

Anyway reply to the post on any ideas on what 2 weapons you want in the map and depending on what the 4 most popular options are I will add 2 poll's for the weapons :)

If anyone is good with lighting in radiant or can make good vision files then let me know as I can't find a decent one for the atmosphere for the map.

-Krazzy
8 years ago
Your just missing the ; at the end of each of these lines:
Code Snippet
Plaintext
level.suits["suit0"]["viewarms"] = "viewmodel_zom_pressure_suit_arms"

Edit: also, you only need to do one suit. I gave 4 possibly different suits in prefabs, and I can see how that could be confusing, but you can copy just the suit0 prefab 3 more times and don't need to do anything to suits 1, 2, or 3 unless your adding more types of suits.

So spacesuit, suit0, if you make another suit type like the gas mask guy, suit1, another type like halo, suit2 and so on. Then copy the prefabs as many times as you like.

In this case:
Code Snippet
Plaintext
init(){
   level.switchsuitsweapon = undefined;//"zombie_melee";//make undefined if no switching wanted
   suits = getentarray("suit", "targetname");
   level.suits = [];
   level.suits["normal"] = [];
   level.suits["normal"]["viewarms"] = "viewmodel_usa_marine_arms";
   level.suits["normal"]["hud"] = undefined;

   //1st suit
   level.suits["suit0"]=[];
   level.suits["suit0"]["viewarms"] = "viewmodel_zom_pressure_suit_arms";
   level.suits["suit0"]["hud"] = undefined;//The shader for this suit

   //2nd suit
   level.suits["suit1"]=[];
   level.suits["suit1"]["viewarms"] = undefined;
   level.suits["suit1"]["hud"] = undefined;

   //3rd suit
   level.suits["suit2"]=[];
   level.suits["suit2"]["viewarms"] = undefined;
   level.suits["suit2"]["hud"] = undefined;//The shader for this suit

   //4th suit
   level.suits["suit3"]=[];
   level.suits["suit3"]["viewarms"] = undefined;
   level.suits["suit3"]["hud"] = undefined;
   
   //add more suits if you like:

   array_thread( suits,::PickMeUp );
}

PickMeUp(){
   self.active = 1;
   self SetCursorHint( "HINT_NOICON" );
   while(1){
      self FixTrigger();

      self waittill("trigger", player);
      if(!isdefined(player.suit)){
         player.suit = "normal";
      }
      player PlayLocalSound( "deny" );
      if(player.suit =="normal" & self.script_noteworthy=="normal") continue;
     
      player notify("suit_change");
     
      player PutOnSuit(self);
      pieces = getentarray(self.target, "targetname");
      for(i=0;i<pieces.size;i++){
         pieces thread RackSuit(player, player.suit);
      }   
      suit = player.suit;
      player.suit = self.script_noteworthy;
      self.script_noteworthy = suit;
      wait(.01);
   }
}
FixTrigger(){
   self sethintstring("");
   wait(2);
   if(self.script_noteworthy == "normal"){
      self sethintstring("Press &&1 to rack suit.");
   }else{
      self sethintstring("Press &&1 to take Suit.");
   }
}
RackSuit(player, suit){

   if(self.script_noteworthy=="head"){
     
      if(player.rackhead!=player.currenthead & player.headModel!=player.rackhead) player detach(player.rackhead);
      self setmodel(player.rackhead);
   }
   if(self.script_noteworthy=="body"){
      self setmodel(player.rackbody);
   }
   level notify("suit_change");
}
PutOnSuit(suit){
   if(!IsDefined( self.currenthead )) self.currenthead = "tag_origin";
   else self detach(self.currenthead , "", true);
   if(!IsDefined( self.currentbody )) self.currentbody = "tag_origin";

   if(isdefined(self.hatModel)) self detach(self.hatModel, "", true);

   if(IsDefined( self.headModel )) self detach(self.headModel, "");

   pieces = GetEntArray( suit.target,"targetname" );
   doHead = 0;
   swapHead = undefined;
   for( i=0;i<pieces.size;i++ ){
      if(pieces.script_noteworthy=="head"){
         if(pieces.model=="tag_origin" &  isdefined(self.headModel)) {
            if(suit.script_noteworthy=="normal"){
               doHead = 1;
            }
            self.rackhead = self.currenthead;
            self.currenthead = "tag_origin";
             
         }else{
            swapHead = pieces.model;
            self.rackhead = self.currenthead;
            self.currenthead = pieces.model;
         }
      }
      if(pieces.script_noteworthy=="body"){
         if(pieces.model=="tag_origin" &  isdefined(self.bodyModel)) {
            if(suit.script_noteworthy=="normal"){
               self setModel(self.bodyModel);
            }
            self.rackbody = self.currentbody;
            self.currentbody = "tag_origin";
         }else{
            self setmodel(pieces.model);
            self.rackbody = self.currentbody;
            self.currentbody = pieces.model;
           
         }
      }
   }
   //moved down here so the head doesn't get attached before the body is swapped
   if(doHead){
      if(IsDefined( self.headModel )) self attach(self.headModel, "", true);
      if(isdefined(self.hatModel)) self attach(self.hatModel, "", true);
   }
   if(IsDefined(swapHead)) self attach(swapHead);
   //set viewarms
   if(IsDefined( self.viewmodel ) & suit.script_noteworthy == "normal") self SetViewModel( self.viewmodel);
   else if(IsDefined( level.suits[suit.script_noteworthy]["viewarms"] )) self SetViewModel( level.suits[suit.script_noteworthy]["viewarms"]);
   //add hud for suit for remove
   self thread MakeHud(level.suits[suit.script_noteworthy]["hud"]);
   //give affect for swaping
   self thread ChangeSleeves();
}


ChangeSleeves(){
   self endon( "disconnect" );
   time = .6;
   self.suithud["transistion"] = NewClientHudelem( self );
   self.suithud["transistion"].horzAlign = "fullscreen";
   self.suithud["transistion"].vertAlign = "fullscreen";
   self.suithud["transistion"] SetShader( "black", 640, 480 );
   self.suithud["transistion"].alpha = 1;
   if(IsDefined( level.switchsuitsweapon )){
      self DisableWeaponCycling(  );
        self GiveWeapon( level.switchsuitsweapon );
        self switchToWeapon(level.switchsuitsweapon);
   }
   self.suithud["transistion"] fadeOverTime( time );
     self.suithud["transistion"].alpha = 0;
     wait(.5);
     if(IsDefined( level.switchsuitsweapon )){
        self takeWeapon( level.switchsuitsweapon );
        self enableWeaponCycling(  );
        self switchToWeapon(self GetWeaponsListPrimaries()[0]);
     }
     wait(time-.5);
     self.suithud["transistion"] destroy();
     self.suithud["transistion"] = undefined;     
     
}
MakeHud(shader){
   self endon( "disconnect" );
   if(!isdefined(shader)){
      if(isdefined(self.suithud["suits"])) self.suithud["suits"] destroy();
      return;
   }
   if(isdefined(self.suithud["suits"])) self.suithud["suits"] destroy();
   self.suithud["suits"] = create_simple_hud(self);

   self.suithud["suits"].y = 0;
   self.suithud["suits"].x = 0;
   self.suithud["suits"].alpha = 1;
   self.suithud["suits"].horzAlign = "fullscreen";
   self.suithud["suits"].vertAlign = "fullscreen";
   self.suithud["suits"].foreground = false;

   self.suithud["suits"] SetShader( shader, 640, 480 );
}

Thank you for the quick response :) Works fine now :)
8 years ago
Alright, I should be able to tonight. Its probably a simple fix though if you just post what you added in the script or maybe how its being called or something like that. Syntax errors are pretty easy. And the new script doesn't work any differently really, just listing vars horizontally in a call to a function instead of vertically populated the array.

Its in the spoiler :)
Spoiler: click to open...
init(){
   level.switchsuitsweapon = undefined;//"zombie_melee";//make undefined if no switching wanted
   suits = getentarray("suit", "targetname");
   level.suits = [];
   level.suits["normal"] = [];
   level.suits["normal"]["viewarms"] = "viewmodel_usa_marine_arms";
   level.suits["normal"]["hud"] = undefined;

   //1st suit
   *level.suits["suit0"]=[];
   *level.suits["suit0"]["viewarms"] = "viewmodel_zom_pressure_suit_arms"
   *level.suits["suit0"]["hud"] = undefined;//The shader for this suit

   //2nd suit
   level.suits["suit1"]=[];
   level.suits["suit1"]["viewarms"] = "viewmodel_zom_pressure_suit_arms"
   level.suits["suit1"]["hud"] = undefined;

   //3rd suit
   level.suits["suit2"]=[];
   level.suits["suit2"]["viewarms"] = "viewmodel_zom_pressure_suit_arms"
   level.suits["suit2"]["hud"] = undefined;//The shader for this suit

   //4th suit
   level.suits["suit3"]=[];
   level.suits["suit3"]["viewarms"] = "viewmodel_zom_pressure_suit_arms"
   level.suits["suit3"]["hud"] = undefined;
   
   //add more suits if you like:

   array_thread( suits,::PickMeUp );
}

PickMeUp(){
   self.active = 1;
   self SetCursorHint( "HINT_NOICON" );
   while(1){
      self FixTrigger();

      self waittill("trigger", player);
      if(!isdefined(player.suit)){
         player.suit = "normal";
      }
      player PlayLocalSound( "deny" );
      if(player.suit =="normal" & self.script_noteworthy=="normal") continue;
      
      player notify("suit_change");
      
      player PutOnSuit(self);
      pieces = getentarray(self.target, "targetname");
      for(i=0;i<pieces.size;i++){
         pieces thread RackSuit(player, player.suit);
      }   
      suit = player.suit;
      player.suit = self.script_noteworthy;
      self.script_noteworthy = suit;
      wait(.01);
   }
}
FixTrigger(){
   self sethintstring("");
   wait(2);
   if(self.script_noteworthy == "normal"){
      self sethintstring("Press &&1 to rack suit.");
   }else{
      self sethintstring("Press &&1 to take Suit.");
   }
}
RackSuit(player, suit){

   if(self.script_noteworthy=="head"){
      
      if(player.rackhead!=player.currenthead & player.headModel!=player.rackhead) player detach(player.rackhead);
      self setmodel(player.rackhead);
   }
   if(self.script_noteworthy=="body"){
      self setmodel(player.rackbody);
   }
   level notify("suit_change");
}
PutOnSuit(suit){
   if(!IsDefined( self.currenthead )) self.currenthead = "tag_origin";
   else self detach(self.currenthead , "", true);
   if(!IsDefined( self.currentbody )) self.currentbody = "tag_origin";

   if(isdefined(self.hatModel)) self detach(self.hatModel, "", true);

   if(IsDefined( self.headModel )) self detach(self.headModel, "");

   pieces = GetEntArray( suit.target,"targetname" );
   doHead = 0;
   swapHead = undefined;
   for( i=0;i<pieces.size;i++ ){
      if(pieces.script_noteworthy=="head"){
         if(pieces.model=="tag_origin" &  isdefined(self.headModel)) {
            if(suit.script_noteworthy=="normal"){
               doHead = 1;
            }
            self.rackhead = self.currenthead;
            self.currenthead = "tag_origin";
            
         }else{
            swapHead = pieces.model;
            self.rackhead = self.currenthead;
            self.currenthead = pieces.model;
         }
      }
      if(pieces.script_noteworthy=="body"){
         if(pieces.model=="tag_origin" &  isdefined(self.bodyModel)) {
            if(suit.script_noteworthy=="normal"){
               self setModel(self.bodyModel);
            }
            self.rackbody = self.currentbody;
            self.currentbody = "tag_origin";
         }else{
            self setmodel(pieces.model);
            self.rackbody = self.currentbody;
            self.currentbody = pieces.model;
            
         }
      }
   }
   //moved down here so the head doesn't get attached before the body is swapped
   if(doHead){
      if(IsDefined( self.headModel )) self attach(self.headModel, "", true);
      if(isdefined(self.hatModel)) self attach(self.hatModel, "", true);
   }
   if(IsDefined(swapHead)) self attach(swapHead);
   //set viewarms
   if(IsDefined( self.viewmodel ) & suit.script_noteworthy == "normal") self SetViewModel( self.viewmodel);
   else if(IsDefined( level.suits[suit.script_noteworthy]["viewarms"] )) self SetViewModel( level.suits[suit.script_noteworthy]["viewarms"]);
   //add hud for suit for remove
   self thread MakeHud(level.suits[suit.script_noteworthy]["hud"]);
   //give affect for swaping
   self thread ChangeSleeves();
}


ChangeSleeves(){
   self endon( "disconnect" );
   time = .6;
   self.suithud["transistion"] = NewClientHudelem( self );
   self.suithud["transistion"].horzAlign = "fullscreen";
   self.suithud["transistion"].vertAlign = "fullscreen";
   self.suithud["transistion"] SetShader( "black", 640, 480 );
   self.suithud["transistion"].alpha = 1;
   if(IsDefined( level.switchsuitsweapon )){
      self DisableWeaponCycling(  );
        self GiveWeapon( level.switchsuitsweapon );
        self switchToWeapon(level.switchsuitsweapon);
   }
   self.suithud["transistion"] fadeOverTime( time );
     self.suithud["transistion"].alpha = 0;
     wait(.5);
     if(IsDefined( level.switchsuitsweapon )){
        self takeWeapon( level.switchsuitsweapon );
        self enableWeaponCycling(  );
        self switchToWeapon(self GetWeaponsListPrimaries()[0]);
     }
     wait(time-.5);
     self.suithud["transistion"] destroy();
     self.suithud["transistion"] = undefined;     
     
}
MakeHud(shader){
   self endon( "disconnect" );
   if(!isdefined(shader)){
      if(isdefined(self.suithud["suits"])) self.suithud["suits"] destroy();
      return;
   }
   if(isdefined(self.suithud["suits"])) self.suithud["suits"] destroy();
   self.suithud["suits"] = create_simple_hud(self);

   self.suithud["suits"].y = 0;
   self.suithud["suits"].x = 0;
   self.suithud["suits"].alpha = 1;
   self.suithud["suits"].horzAlign = "fullscreen";
   self.suithud["suits"].vertAlign = "fullscreen";
   self.suithud["suits"].foreground = false;

   self.suithud["suits"] SetShader( shader, 640, 480 );
}

Used developer 1 to find out what was causing the error and the lines with a * are what kept appearing in the error
8 years ago
What Scobalula said.

And I can also send you a new script if you want, where I modified how you setup the viewmodels and hud, which may be easier. Now its just one line per type of suit instead of multiple, and I added functions that get called when you put the suit on, and tweaked some things.

Okay just send me the newer version as its probably better to use that version :)
8 years ago
SWAP SUITS
script and prefabs, no models

This script allows you to add suits/player models you can grab off the wall, and take them off or swap them around. This does not come with models, or go over how to get viewmodels, or other models into your map, or how to rig player models. The body model used must be rigged for the player. The script has options to set view models and alternative huds per suit.

Included is instructions, script, and 4 different suit prefabs, with the player zombie models used as placeholders.


If you want to give a suit a feature, you can check player.suit var for the suit the player has on. For example, before doing damage to the player, add if(player.suit!="suit0") .... meaning this would only continue if they didn't have that suit on. Hit me up with any questions.

I keep getting a bad syntax error when I says what view hands and model I want  It doesnt like the that line of code but I could be doing something wrong
8 years ago
Add Black Ops 3 or Advanced Warfare weapons, if you can. That would be great.

Also cool map cant wait for release

Probably won't add bo3 weapons as the textures for the guns are massive in size  :o. I'll see about 2 or two advance warfare ones though :)

I'm impressed by this, love something akin to Moon, will be keeping my eye on this, man just imagine the stuff we could do with BO3 mods. However I know the Wave Gun is not yours but do you know if it fixes the big issue of the dead floating bodies blocking you and subsequently getting you killed? It seems to be like this for most maps that have it implemented.

I don't think its a problem in my map but i will double check for you :)
8 years ago
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