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Messages - krimzon

i was hoping it was something i could do through script structs
 or just adding a mon brush to the window pane <-this might work but how would i make zombes target it

as of now i have the pane in my window its breakable by gunshot and the zeds climb straight through it the mon brush would fix this but i need to know how to make the zeds target it or more specifically just the inside pieces of the breakable pane so that i can optionally break it via gun/knife as in five to more quickly get the boards built

11 years ago
I'd like to make a five style window where the boards are on the ground and the zeds break the glass first then you can rebuild the window
i have my own prefab window built with the breakable glass
i assume you would:
 enter prefab
  ungroup the prefab
   repositon the boards to floor -not so sure that would work so simply now that i think about it how will the boards know to go to the window from the floor


how do i link the glass to be broken first before i can rebuilld the boards

http://modsonline.com/Tutorials-read-554.html
^this shows how to make a custom breakable blocker like the wall in Nacht der but i don't want to rebuild the glass just the window boards
11 years ago
These are the three main FX that people use:

"script_firefx" "poltergeist"
"script_fxid" "large_ceiling_dust"
"script_noteworthy" "jiggle"

I'm not sure what you mean by having your door "vanishing" though, if you want, you can remove the script_linkto and script_linkname, but then the sound that you hear when you buy the door doesn't work.

yeah i've seen those in a few tuts kinda overplayed imo
 where can i find the source on those effects to see what options i have to play around with
  and i forgot to use the script struct linkto yet that was my issue with my door



Post Merge: September 20, 2013, 11:28:40 pm
I've found where the source files are once i stumbled upon the effects editor
 Made 2 custom effects to replace "poltergeist" and "large_ceiling_dust" respectively but i'm having problems getting them into my maps

added to
Code Snippet
Plaintext
mapname.csc

Code Snippet
Plaintext
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["fx_custom_door"] = LoadFx ( "maps/zombie/fx_custom_door" );
level._effect["fx_custom_ash"] = LoadFx ( "maps/zombie/fx_custom_ash" );
}

added to
Code Snippet
Plaintext
mapname.gsc

Code Snippet
Plaintext
preCacheMyFX()
{
// LEVEL SPECIFIC - FEEL FREE TO REMOVE/EDIT

level._effect["fx_custom_door"] = LoadFx ( "maps/zombie/fx_custom_door" );
level._effect["fx_custom_ash"] = LoadFx ( "maps/zombie/fx_custom_ash" );
}

added to
Code Snippet
Plaintext
mapname.csv

Code Snippet
Plaintext
fx,maps/zombie/fx_custom_ash
fx,maps/zombie/fx_custom_door

also added both the efx files to fx/maps/zombies in my my mod root
recompiled my mod
recompiled my map with my doors having these kvps in place of "poltergeist" and "large_ceiling_dust"

no effects
what am i missing
11 years ago
i'd like to make my door disappear with an fx like in a puff of smoke instead of just moving it
    not like i'm goin to close it anytime soon
actually that's not a bad idea but i'm sure zones would get confusing
    anyway... yeah... wanna make my door vanish is this possible with kvps
or is this more dirty like triggering a caulk texture change on the door or something
    using a brushmodel for door btw with a linked trigger
want something visually appealing like the way debris vanishes with the electrostactic type effect
    plan to make a prefab with frame, door and trigger so i always have my dimensions in my own standard
for doors at least for now
    i'll make a debris prefab later

on second thought lets just go with a door pivot
11 years ago
thank you my good sir the file i found for sure fixed my issue plus three more of my problems on my to do list
although i see code you have that i don't and vice versa

would i be able to merge these files and still compile ok say take what i'm missing from yours and add it to mine in each respective chunk of script

here's mine it reads different in some places
Code Snippet
Plaintext
// Coop Player Heroes
mptype,nazi_zombie_heroes,,
xmodel,viewmodel_usa_marine_arms
xmodel,viewmodel_usa_marine_player

rawfile,clientscripts/_zombie_mode.csc,,

// DLC3 Scripts
rawfile,maps/dlc3_code.gsc,,
rawfile,maps/dlc3_teleporter.gsc,,
rawfile,maps/createfx/dlc3_fx.gsc,,
rawfile,clientscripts/dlc3_code.csc
rawfile,clientscripts/dlc3_teleporter.csc
rawfile,clientscripts/createfx/dlc3_fx.csc

// Sound
sound,nazi_zombie_factory,nazi_zombie_factory,all_sp
sound,common,nazi_zombie_factory,all_sp
sound,projectiles,nazi_zombie_factory,all_sp
sound,physics,nazi_zombie_factory,all_sp
sound,destructibles,nazi_zombie_factory,all_sp
sound,dlc3_vox,nazi_zombie_factory,all_sp
sound,dlc_share,nazi_zombie_factory,all_sp
sound,weapons,audio_test_tuey,all_sp

// Animtrees + Animations
rawfile,animtrees/zombie_factory.atr
xanim,o_zombie_lattice_gate_full
xanim,o_zombie_lattice_gate_half
xanim,o_zombie_difference_engine_ani
xanim,ai_zombie_jump_down_127
xanim,ai_zombie_jump_down_184
xanim,ai_zombie_crawl_jump_down_127
xanim,ai_zombie_crawl_jump_down_184
xanim,ch_dazed_d_death
xanim,ch_dazed_c_death
xanim,ch_dazed_b_death
xanim,ch_dazed_a_death
xanim,ch_dazed_d
xanim,ch_dazed_c
xanim,ch_dazed_b
xanim,ch_dazed_a

//////////////////////////////////////////////////////////////////
                           WEAPON AREA
/////////////////////////////////////////////////////////////////

// Missing Stuff
xmodel,viewmodel_zombie_colt45_pistol
xmodel,weapon_zombie_colt45_pistol
xmodel,viewmodel_zombie_ptrs41
xmodel,weapon_zombie_ptrs41
xmodel,viewmodel_zombie_flamethrower
xmodel,weapon_zombie_flamethrower

// Weapons
weapon,sp/colt // default weaponn
weapon,sp/napalmblob // default weapon
weapon,sp/napalmbloblight // default weapon
// - pistol
weapon,sp/zombie_colt // last stand weapon
weapon,sp/zombie_colt_upgraded
weapon,sp/zombie_sw_357
weapon,sp/zombie_sw_357_upgraded
// - bolt-action
weapon,sp/zombie_kar98k
weapon,sp/zombie_kar98k_upgraded
//weapon,sp/springfield
//weapon,sp/zombie_type99_rifle
//weapon,sp/zombie_type99_rifle_upgraded
// - semi-auto
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1carbine_upgraded
weapon,sp/zombie_gewehr43
weapon,sp/zombie_gewehr43_upgraded
weapon,sp/zombie_m1garand
weapon,sp/zombie_m1garand_upgraded
// - auto
weapon,sp/zombie_stg44
weapon,sp/zombie_stg44_upgraded
weapon,sp/zombie_thompson
weapon,sp/zombie_thompson_upgraded
weapon,sp/zombie_mp40
weapon,sp/zombie_mp40_upgraded
weapon,sp/zombie_type100_smg
weapon,sp/zombie_type100_smg_upgraded
// - scoped
weapon,sp/ptrs41_zombie
weapon,sp/ptrs41_zombie_upgraded
//weapon,sp/type99_rifle_scoped_zombie
//weapon,sp/kar98k_scoped_zombie
// - grenade
weapon,sp/molotov
weapon,sp/stielhandgranate
// - grenade launcher
weapon,sp/m1garand_gl_zombie
weapon,sp/m1garand_gl_zombie_upgraded
weapon,sp/m7_launcher_zombie
weapon,sp/m7_launcher_zombie_upgraded
// - shotgun
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_upgraded
weapon,sp/zombie_shotgun
weapon,sp/zombie_shotgun_upgraded
// - heavy mg
weapon,sp/zombie_bar
weapon,sp/zombie_bar_upgraded
weapon,sp/zombie_fg42
weapon,sp/zombie_fg42_upgraded
weapon,sp/zombie_30cal
weapon,sp/zombie_30cal_upgraded
weapon,sp/zombie_mg42
weapon,sp/zombie_mg42_upgraded
weapon,sp/zombie_ppsh
weapon,sp/zombie_ppsh_upgraded
// - special
weapon,sp/panzerschrek_zombie
weapon,sp/panzerschrek_zombie_upgraded
weapon,sp/m2_flamethrower_zombie
weapon,sp/m2_flamethrower_zombie_upgraded
weapon,sp/ray_gun
weapon,sp/ray_gun_upgraded
weapon,sp/tesla_gun
weapon,sp/tesla_gun_upgraded
weapon,sp/zombie_cymbal_monkey
weapon,sp/mine_bouncing_betty
// Bowie Knife
xmodel,viewmodel_knife_bowie

// Teddy Bear
xmodel,zombie_teddybear

//////////////////////////////////////////////////////////////////
                           FX AREA
/////////////////////////////////////////////////////////////////

// Bouncing Betties -- Keep These
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Electrical Trap -- Keep These
fx,misc/fx_zombie_electric_trap
fx,env/electrical/fx_elec_sparking_oneshot
fx,misc/fx_zombie_zapper_powerbox_on
fx,misc/fx_zombie_zapper_wall_control_on
fx,maps/zombie/fx_zombie_light_glow_green
fx,maps/zombie/fx_zombie_light_glow_red
fx,misc/fx_zombie_elec_trail_oneshot
fx,env/electrical/fx_elec_wire_spark_dl_oneshot
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso
fx,misc/fx_zombie_elec_gen_on
fx,misc/fx_zombie_elec_gen_idle
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green

// Swapping Light Models -- Keep These If Using Them
xmodel,lights_indlight
xmodel,lights_indlight_on
xmodel,lights_milit_lamp_single_int
xmodel,lights_milit_lamp_single_int_on
xmodel,lights_tinhatlamp_off
xmodel,lights_tinhatlamp_on
xmodel,lights_berlin_subway_hat_0
xmodel,lights_berlin_subway_hat_50
xmodel,lights_berlin_subway_hat_100

// Pandora Box -- Keep These
fx,maps/zombie/fx_zombie_factory_marker
fx,maps/zombie/fx_zombie_factory_marker_fl
fx,maps/zombie/fx_zombie_factory_marker_sm

// Hell Hounds -- Keep These
fx,maps/zombie/fx_zombie_dog_eyes
fx,maps/zombie/fx_zombie_dog_explosion
fx,maps/zombie/fx_zombie_dog_fire_trail
fx,maps/zombie/fx_zombie_dog_ash_trail
fx,maps/zombie/fx_zombie_dog_breath

// Teleporter -- Keep These
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_beam

fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail

// Perks-a-cola effects
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on

fx,maps/zombie/fx_zombie_packapunch

// CreateFX Exploders
fx,maps/zombie/fx_transporter_beam
fx,maps/zombie/fx_transporter_pad_start
fx,maps/zombie/fx_transporter_start
fx,maps/zombie/fx_transporter_ambient
fx,maps/zombie/fx_zombie_wire_spark
fx,maps/zombie/fx_zombie_mainframe_link_single
fx,maps/zombie/fx_zombie_mainframe_link_all
fx,maps/zombie/fx_zombie_mainframe_linked
fx,maps/zombie/fx_zombie_mainframe_beam
fx,maps/zombie/fx_zombie_mainframe_flat
fx,maps/zombie/fx_zombie_mainframe_flat_start
fx,maps/zombie/fx_zombie_mainframe_beam_start
fx,maps/zombie/fx_zombie_flashback_american
fx,maps/zombie/fx_zombie_difference
fx,maps/zombie/fx_zombie_mainframe_steam
fx,maps/zombie/fx_zombie_heat_sink
fx,maps/mp_maps/fx_mp_elec_spark_fast_random
fx,misc/fx_zombie_elec_gen_idle
fx,maps/zombie/fx_zombie_elec_pole_terminal

 :accepted:
11 years ago

When you open the console in game, do you see a yellow text saying that your missing weapons?


I get red text stating it could not load alot of weapon xmodels and fxs for the models some xmodels for character and also materials for hud seems to be everything i'm missing

Post Merge: September 18, 2013, 06:32:16 pm
Sniper bolts scripts are fine.


When i say this i mean no offence to sniperbolt as i'm sure he's got mad skills
 but his prefabs are way off the Z center
  so when i drop them in they're way off the map let alone the location of where i clicked to place them
   had to enter each prefab and reposition them and overwrite them so they're in the right place when i place them
    if someone could get ahold of him i'd like to reupload them here with the correct positions giving him full credit for his prefabs and personally taking no credit at all
     i assumed this happened from the source map of these prefabs being centered way off the Z center when he saved them

:edit:
I do believe i've found my problem
 it seems i'm missing my dlc3.csv from my zone source and my copy of mod tools doesn't have it
 can anybody post me the non ugx (original) script straight from theirs and i'll just make my own via copy and paste

:edit:
found it on a google cached version of a customcod topic
btw can anyone verify that their site is down or is it just me
11 years ago
everything was checked as far as i can tell and i've checked and recompiled mod everytime i've added something
is it possible i may have overwritten a raw file with sniperbolts tutorial' i dragged all his files
or maybe something i need to edit maybe a gsc somewhere that i have to put my mapname in place of a placeholder mapname

and i get what your sayin daedra

i'm doing a clean install of my raw folder
 then using Ugx script placer to create a new map under a new name
  then i plan to open the new map and my current map in two windows of radiant and
   paste my current map into the new map created from the script placer
    since its not the map its the scripting
     (i've overwritten something somewhere)
      then compile new map
       then compile patch
        and then compile mod
         making sure things are checked for the iwd
          so i have a fresh start with my already built layout but hopefully with guns  :lol:
11 years ago
Good looking browsed through it real quick like and he seems to have alot of good tuts on stuff i'll need in the future.

now that i've got a working loadable map with one window and zombies that function properly i have made a "to do list'

first things first

i'm not spawning in with weapons [haven't touched scripts yet]
when i use devmap and use the command "give all" i am given these weapons

-colt m1911
 -colt m1911 exploding rounds
  -braaains...
   -default weapon
    -kar98k
     -walther p38

how might i add in the in game weapons

explanation -or-
  link to tut -or-
   link to already answered forum topic welcome

and i am willing to dive into script because i would like to take out  "braaains..." and "default weapon" from loading entirely
11 years ago
You're welcome.

I forgot to mention a few things...

1. You don't need to recompile your entire map everytime you build your mod. If you add something, say a zone, you will need to add the info_volume with the correct script targetname, however if your just editing a weapons value, you only need to recompile the mod.

2. Any additional IWD or FF put in mods/MAPNAME will be copied over to local/mods/mapname after either recompiling the map, or rebuilding the mod.

3. You can edit the scripts straight from Launcher by double clicking the name of the script.

4. The game will use default scripts located in raw/maps. If you place a script from raw/maps into mods/MAPNAME/maps, it will use that version of the script. You should never edit the scripts in raw/mods without making a backup!

I know this is a bit much, but it might save you time and a few headaches.

Ahh so if i make a copy of _zombiemode.gsc and put it in mods/MAPNAME/maps it will use my version of the gsc over the default correct? allowing me to edit it directly from the launcher

so say i edit the gsc from the launcher and save it from my text pad, do i have to recompile my mod or is it good to go if i just save it (i would assume its good to go without a recompile)

i keep getting an error that says "can't find script animscripts/dog_init
much rather remove dogs as i don't need them at the moment for a test map
would that be as simple as removing
Code Snippet
Plaintext
include,zombiemodedogs
from my mod.csv

:edit: got past that the dog init error apparently had some files in the wrong folder

Post Merge: September 18, 2013, 09:44:22 am
Success
 after realizing when i get errors i need to add files from raw into my mod folder such as specific files from clientscripts and such i finally have a test map thank you Trem, Jelly and Daedra

now to learn and test things
 :accepted:
11 years ago
ah see i didn't compile mod as no tut yet has said that

and i just used "mapname" on here as a placeholder for my map name as its just a test map

i'll compile my mod and iwd and see if that fixes my issues

Thank you daedra
11 years ago
Thank you for the replies and it seems customcod is down at the moment as i had some pages bookmarked but now i get this message

Connection Problems
Sorry, SMF was unable to connect to the database. This may be caused by the server being busy. Please try again later.

i know how to use radiants interface it similar enough to hammercraft
my issue has been key values
i'm unsure if after adding spawn points and their keys and values do i have to check the flags for spawners and forcespawn

do i run ugx script placer first then start mapping
is their any files i need to copy and edit or does the script placer do this for me

right now i'm running into a problem after compile when i try to play the console error in WaW is "unable to find script  map/nazi_zombie_mapname_fx

Trem i will give your video a view and hopefully i can get a test map up and running
Good day fine sirs
11 years ago
It seems the interwebs have failed me.
 I found a few tuts from kids who barely know what they're doing and following instructions i've yet to compile a working basic map.

i'd like to start mapping for personal use till i learn to fully use radiant, really looking forward to UGX v2

I have experience mapping for personal use on NZP for psp using hammercraft or something like that (been a while)
 
I learn quick when the right info is available but it seems most mapping sites are down and this is the only site worth anything right now (no offence ZM)
but most tuts here are the more advanced parts which i thank you so very much for having that info

but for now i need step by step absolute minimum to compile a working map sans the installing mod tools part.
i have the script placer from this site
where do i go from there

i understand
 how path nodes work
  the concept of linking doors to spawn points
   entity's and trigger functions
    pretty much an ok portion of wisdom needed to map

i feel i may have hit the scene too late to find the starting point if that makes sense
need a detailed tutorial for reference on the basics preferably vid but i can follow text just fine

no rush experts as i know you're busy with your quality maps and mods which again i thank you for

i'd like to be a part of this community and maybe then i can bring something to the table

running mod tools 1.4
WaW 1.6
11 years ago
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