I have a Der reise style map that loops with my zones set doors in place with triggers on each side of each door with kvps only changed for the enter_zone_[filler] for each side depending whether you go right or left my issue is my door can only target the set of spawners one way since the target is set by the door and not the trigger ie door2 going right= target:zone_2_spawners but what if i wanted to go left opening the door from the other side triggers the spawners from the zone i'm leaving how can i make door2 [going right it targets zone_2_spawners] target zone_1_spawners if I'm going left but still target zone_2_spawners if bought from the right
my only guess is removing the function from the door and moving it to a separate trigger overlapping my buy trigger on each side targeting the spawners in said direction.
as for 8 you might want to get your basic skills down first then i'm sure somewhere in here there is reference for dynamic mapping and detail otherwise go here http://ugx-mods.com/forum/index.php?topic=590.0
I found a really awesome site for free textures lots of great stuff easy to navigate plenty of different usage and surface types. All raw textures though and some need cropped and manipulated for your usage but I figured I'd share. the first page is just random textures but if you click textures at the top it takes you to a view page with categories on the side. also has brushes to use with your art program so if you want to add some scuffs or a crack to your wall, ceiling, floor, ect. you can use those.
if it has never loaded make sure you have mfc80.dll i had a problem where it wouldn't load at all and i found out I was missing mfc80.dll i didn't have to drop this in my system folder maybe cause i'm on xp sp4 i just dropped it in my root/bin folder and it worked
i had the same problem with radiant after i reinstalled trying to get assman to work and when i changed my layout order for the windows in radiant back to default it finally loaded up without crashing
I had a problem with assman on XP sp4, wouldn't load at all, said it was configured wrong and i should reinstall the program and i reinstalled everything and got nothing and only after going on a whim i clicked a "patch and run vista executable" function in my right click menu only then did it tell me i was missing mfc80.dll
you can find it here
just drop it in your bin folder with asset manager
no idea how to script, i mean i understand the concept of your function here the script would pick a random path node and tell the zombie's to go to the selected path node i just don't know how to script it in, how to build the script to make it do that.
i'm using only the quick revive script from bam's tutorial found here
also AwesomePieMan on this post added in the function for 3 buy limit but only posted a version that the machine disappears after 3rd down not third buy i'd like to add it in as third buy
his original post of this script here..about 13 comments from top
AwesomePieMan's script follows as such
I created a script that makes your self reviving quick revive float up and disappear after 3 uses. I thought id share it. Add this to yourmapname.gsc in your main() function
level.revives_int = 0;
Add this after bamskater33's player_revive_death() function in _zombiemode.gsc at the bottom.
In Radiant give the trigger_multiple that plays the rattle sound a Key of
script_noteworthy
And a value of
delete_rattle
Do the same for the script_struct that plays the quick revive sound except replace delete_rattle with
delete_sound
since i'm a newb what would the script be for making them scatter via random path node as that would seem universal and not per map
and how would i modify AwesomePieMan's script to give a 3 buy limit on self revive instead of 3 downs
My prior mapping experience was with NZP which was a heavily modified quake engine made to emulate nazi zombies only really had to deal with mapping and kvps, adding entities and such, and features such as self revive were hard coded.
also mind you this is my first map i plan to have it more visual detail oriented than feature and function oriented since i don't know how to script yet but one thing i would like is updated core perks hence my troubling you like a newb but look at it like this.. at least i'm specific and reasonable. where most newbs are like how do i put this on my xbox i wanna play with my controller
after installing the patch and updating my files in my mod and rescripting in the quick revive feature from bams tutorial on zm i end up with this error
unknown function on line 2662 it reads on line 2662 this worked before the patch
:edit: skipped a step but while i'm at it his script still has the zombie's target you when you get downed and are self reviving can some one guide me on making them scatter
is there a change log so i know if i gotta rescript the self revive fix if i use ugx patch version of files. to see what else it fixes also so i know what i do and don't have to do or redo if that makes sense.
Trying to make swinging double doors got both doors and they open with one trigger separate script_structs for each door i can make them turn by rotating my script_structs but then they disappear and i'd rather them not I remember seeing something like this on customcod but since the site is down i can't troll their forums
i just recently got past this error turns out i was missing my dlc3.csv from my zone_source and my copy of mod tools didn't have it check for that If you don't have it
You could always add a glass pane there with the windows but you also gotta make sure the zombies can cause damage and break the pieces, which once again will most likely be done through script.
i'm sure this can be done w/o external script i'm going to play around with a window prefab and see what makes it tick if i figure it out i'll post my findings
:edit: it seems from observation that the order that the zombies target the boards is controlled by script_noteworty and then a number my hypothesis is if i make my window pane have a script_noteworty value numbered one more than the last board they will target it also would have to name it the same targetname as my boards also give it a spawnflag of 0 i assume but would have to figure out how to keep it broken it might just remain broken if i keep the dest value
this will only work if i add the window pane to my prefab window i feel as though i've seen my next step in someone elses map does anyone know how to make a buildable window with the boards not originally on the window
my hypothesis is if the boards aren't built they'll target the window first
:edit: adding those values made them target the glass and it was still destroyable by shot/knife but makes it act the same as a board which makes sense
if anybody has an idea i'll gladly test it and let you know the effects at the moment i'm not worried about the boards being placed on ground upon spawn only making the glass targetable by zombies to destroy without it being rebuildable
probably will have to make my own glass sections to be broken in order and pieces like five's instead of using the dest window model