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
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
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 pmI'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
added to
added to
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"
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
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
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
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
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
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 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 amSuccess 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
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
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