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Contact Support - Help Center Get help on the UGX Discord. Join it now!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.
mapname.csc
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" );
}
mapname.gsc
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" );
}
mapname.csv
fx,maps/zombie/fx_custom_ash
fx,maps/zombie/fx_custom_door
// 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
When you open the console in game, do you see a yellow text saying that your missing weapons?
Sniper bolts scripts are fine.
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.
include,zombiemodedogs