I have an issue with my kino- and moonstyle teleporter. I use the scripts from ADDICTED and when i try to teleport i doesn't play the teleporter SFX and FX. I use the Ugx Mod Helper for my Map script and installed UGX Mod 1.1. How can i add the missing SFX and FX to my map?
So i compile my map and i'm getting this error in the calculating light grid section: Small hunk ran out of memory attempting to alloc 8 bytes. I tried some things like closing some applications or restart the pc but nothing worked. I need help! I worked hard on my map and i don't know how i fix that error
Nice. Never knew about that the burned trim from makin is the actual texture for the rock. Treyarch was lazy for zombiemode in waw. Thanks for the advice.
I searched a little in the asset viewer for the xmodel of the element 115 meteor that can be found at shi no numa but i found nothing. If someone knows about a 115 rock xmodel in the modtools could somebody post the xmodelname or if it doesn't exist could someone give me a link to a custom 115 rock model if sth. like this exists? Help would be apreciated
So i watched the Tutorial from Treminaor how to make an own Menu for the Ugx Mod 1.0.3 i think (the menu configuration is the same i think). I followed all Steps (Changed the Template in Photoshop, saved as JPG and 2048 x 2048 pixels, converted as image through AssetManager and built only the IWD of my Map with the images ticket and the mod.ff of the ugx_mod). I started my map and nothing changes. The same Example Template as before. Have i done sth. wrong? Double Post Merge: June 20, 2017, 07:26:35 pmNevermind. I got it working. I made it manually by changing the templates in the iwd file of ugx mod in my mapname folder
It looks way familiar than the other Dust 2 Remake at the UGX Website. I like it that you made it from scratch. Yeah... ported maps are better for remakes but it improves your mapping knowledge. It looks good for the first view and i will try it.
Can anyone make a script for me that i am hitting a trigger with a cost to teleport all players to the endboss room. After that there should be a trigger radius or sth. to count kills for zombies. After a amount of kills the game should end like in Izartax's Bo2 Town Remake. I would be very thankful if anyone could make this for me because i haven't scripting knowlegde. Of course the scripter will be mentioned in the credits of my upcoming map.
The coop button at ugx mod 1.1 works only if you have an online profile. So if you are offline or you have a pirated version of waw, you can't play any ugx mod 1.1 based maps in coop except the newest version of UGX Requiem
I searched for a Shootable Musical Teddybear Script but i only found Tutorials for BO3 and nothing for WaW (Only how to do EEs at Der Riese or Nacht der Untoten and more like that). I would be very thankful if anyone can make a script for me (I only want 1 shootable object. I think it should go with the trigger damage . Not 3 like in the treyarch maps with the trigger uses)
i cant even play this map, i go onto WAW and select the mod and then it goes to choose your game mode so i do classic with a few add-ons, like more gore, ragdoll, but then i try to find the start or ready button but nope, cant find it, am i missing something or is it gliched?
You must go in the UGX options and then you tick the weapon bob/sway to sth. so that there isn´t an empty field. Then the Start Button appears. That`s a UGX Mod Bug.