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Messages - Lukkie1998

Hey guys,

If I buy the random box, there only comes a raygun. It's also the only weapon in the random box. Does someone have the same problem or knows how to solve this?

Also, in the beginning of the game, it lags a second when the round number goes down.

Lukkie1998
10 years ago
Make sure you use the weapons in radiant with the "weapon_upgrade" text in it.
To add them in your map, click in the 2d view in radiant on your right mouse button, go to misc -> prefab -> and go to the folder zombiemode ( root\map_source\_prefabs\zombiemode) and scroll down to the weapons with the "weapon_upgrade" text in it. Use these weapons!

Also, you need to add some the weapons to your mods folder. To get these weapons, Click Here!!!
Extract the weapons.rar to your mods folder, so you get a folder ('YOUR MAP NAME'\weapons\sp)

If done correctly, it should work and good luck with your map!

Lukkie1998
10 years ago
Play it and you will find out ::)
10 years ago
It is indeed a Tomahawk outline, but you can't get tomahawks.
The outline is made for an other weapon in the map, but no tomahawks :alone:
10 years ago
No, this map hasn't one. Maybe my next maps (if I do them) will get one. But for my first map I didn't add one :-[
10 years ago


Hello guys,
 
This is my first self-made map on Call of Duty: World at War. This is just a map made from scratch, and won't be anything special for you. But since this is my first map, I would really like to get your feedback about the map and my personal work to the map. This map has a couple of features, such as:
  • 7 Perks
  • Working Kino-Style Teleporter
  • Different starting weapon
  • Little Easteregg for the real detectives ;)
  • Some Black Ops weapons ported into WAW

This is just a map about a school. Nothing special, just that.

Here are some pictures to show you a little bit around the map  :rainbow:






So as you guys can see, this is my map! Hope you like it a bit and you can download the map:
Mega:Click here to download!
MediaFire:Click here to download!

And because it's december, to Everyone merry Christmas and a happy new year!!!

10 years ago
Do you have all patches for the mod tools installed?
10 years ago
It teleports me to the other teleporter. The only problem is while I am teleporting, I can't move and I don't see the black boxes. The triggers stay on the same place.
10 years ago
Can someone help with my kino-style teleporter? Everytime I try to teleport, it doesn't take me to the black boxes. This is my script:
Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

init()
{
    thread level_players();
    addItems();
    thread handleTriggers(level.kts["teleporter_trigger"], level.kts["mainframe_trigger"]);
    flag_wait("electricity_on");
    thread teleport_room_fx();
    thread main();
}
addItems()
{
    // Create Kino Teleporting System array
    level.kts = [];
    // Set variables needed for the teleporting system (using the setVar function)
   
    // DO NOT EDIT THESE
    setVar("teleporter_trigger", getEnt("kino_teleporter_trigger","targetname")); //done
    setVar("mainframe_trigger", getEnt("kino_mainframe_trigger","targetname")); //done
    setVar("teleporter_fxspot", getEnt("kino_teleporter_fxspot","targetname"));
    setVar("mainframe_fxspot", getEnt("kino_mainframe_fxspot","targetname"));
    setVar("zombie_goto", getEnt("kino_teleporter_zombiegoto","targetname"));
    setVar("mainframe_spawn", getEntArray("kino_mainframe_spawn","targetname")); //done
    setVar("pap_room_spawn", getEntArray("kino_paproom_spawn","targetname")); //done
    setVar("transfer_room_structs", getEntArray("kino_image_room","targetname")); //done
    setVar("teleporter_status", 0);
    level.paping = false;
    level.disable_pap = true;
    level.kts["zombie_goto"] create_zombie_point_of_interest( 1536, 96, 10000, true );
    level.kts["zombie_goto"].attract_to_origin = false;
   
    // You CAN edit these
    setVar("teleporter_cooldown_time", 10); // After a teleport, this is how long a wait until you can use it again 60
    setVar("teleport_lag", 2); // When you go to teleport, this is how long it will wait until it actually teleports 2
    setVar("pap_room_time", 20); // This is how long you are in the pack-a-punch room
    setVar("wait_for_pap", true); // If false, you can be teleported out of the room even if there is a gun in the slot of the pap machine
    setVar("teleport_cost", 500); // This is the amount of money it costs to teleport
   
    // You MUST change these to be correct
    setVar("room_is_pap", true); // If the room you go to when teleporting does NOT have the pack-a-punch in it, set this to false
   
    if(!level.kts["room_is_pap"])
        level.disable_pap = false;
}
level_players()
{
    while(1)
    {
        level.players = get_players();
        wait 0.5;
    }
}
teleport_room_fx()
{
    //points = level.kts["transfer_room_structs"];
    points = getEntArray("kino_image_room","targetname");
    for(i=0;i<points.size;i++)
    {
        points[i].struct = Spawn( "script_model", points[i].origin );
        points[i].struct SetModel( "tag_origin_animate" );
        points[i].struct.angles = points[i].angles;
        PlayFxOnTag( level._effect["zombie_flashback_american"], points[i].struct, "tag_origin" );
    }
}
main()
{
    while(1)
    {
        setVar("teleporter_status", 1);
        level.kts["teleporter_trigger"] waittill("trigger");
        setVar("teleporter_status", 2);
        level.kts["mainframe_trigger"] waittill("trigger");
        setVar("teleporter_status", 3);
        while(1)
        {
            level.kts["teleporter_trigger"] waittill("trigger", who);
            if(level.kts["teleport_cost"] == 0)
                break;
           
            if(who.score < level.kts["teleport_cost"])
            {
                who playsound("deny");
                continue;
            }
            who playsound("purchase");
            who maps\_zombiemode_score::minus_to_player_score( level.kts["teleport_cost"] );
            break;
        }
        setVar("teleporter_status", 4);
        level.kts["teleporter_trigger"] do_teleport();
        setVar("teleporter_status", 5);
        wait level.kts["teleporter_cooldown_time"];
    }
}
do_teleport()
{
    // start fps fx
    self thread teleport_pad_player_fx();

    // Activate the TP zombie kill effect
    self thread teleport_nuke( 20, 300, false); // Max 20 zombies and range 300
   
    // 3rd Person Beam
    level.kts["teleporter_fxspot"] thread pad_explosion();
   
    // Teleport the players
    self teleport_players();
}
teleport_players()
{
    //thread do_mainframe_explode();
    wait level.kts["teleport_lag"];
    self notify( "fx_done" );
    players_in = [];
    attract = false;
    for ( i = 0; i <level.players.size; i++ )
    {
        if( self player_is_near_pad( level.players[i] ) )
        {
            players_in[players_in.size] = level.players[i];
            level.players[i] SetTransported( 2 );
            level.players[i] SetStance( "stand" );
            level.players[i] disableOffhandWeapons();
            level.players[i] disableweapons();
            image_room = getent( "teleport_room_" + i, "script_noteworthy" );
            level.players[i].teleport_origin = spawn( "script_origin", level.players[i].origin );
            level.players[i].teleport_origin.angles = level.players[i].angles;
            level.players[i] linkto( level.players[i].teleport_origin );
            level.players[i].teleport_origin.origin = image_room.origin + (0,-70,-60); // 0, -70, -60
            level.players[i].teleport_origin.angles = image_room.angles + (0,180,0);
            setClientSysState("levelNotify", "t2d", level.players[i]);
            level.players[i] FreezeControls( true );
            wait_network_frame();
        }
    }
    if(players_in.size == level.players.size)
    {
        attract = true;
        level.kts["zombie_goto"].attract_to_origin = true;
    }
    wait 2;
    for ( i = 0; i <players_in.size; i++ )
    {
        players_in[i].teleport_origin delete();
        players_in[i].teleport_origin = undefined;
        players_in[i] SetTransported( 0 );
        players_in[i] FreezeControls( false );
        players_in[i] enableOffhandWeapons();
        players_in[i] enableweapons();
        players_in[i] setOrigin(level.kts["pap_room_spawn"][i].origin);
    }
    if(level.kts["room_is_pap"])
        level.disable_pap = false;
    wait(level.kts["pap_room_time"] - 2);
    if(level.kts["room_is_pap"] && level.kts["wait_for_pap"])
        while(level.paping)
        {
            wait 0.5;
        }
    for ( i = 0; i <players_in.size; i++ )
        players_in[i] SetTransported( 2 );
    if(level.kts["room_is_pap"])
        level.disable_pap = true;
    level.kts["mainframe_fxspot"] thread do_mainframe_explode();
    wait 2;
    for ( i = 0; i <players_in.size; i++ )
    {
        players_in[i] SetTransported( 2 );
        players_in[i] SetStance( "stand" );
        players_in[i] disableOffhandWeapons();
        players_in[i] disableweapons();
        image_room = getEnt( "teleport_room_" + i, "script_noteworthy" );
        players_in[i].teleport_origin = spawn( "script_origin", players_in[i].origin );
        players_in[i].teleport_origin.angles = players_in[i].angles;
        players_in[i] linkto( players_in[i].teleport_origin );
        players_in[i].teleport_origin.origin = image_room.origin + (0,-70,-60);
        players_in[i].teleport_origin.angles = image_room.angles + (0,180,0);
        players_in[i] FreezeControls( true );
        setClientSysState("levelNotify", "t2d", players_in[i]);
        wait_network_frame();
    }
    wait 2;
    for ( i = 0; i <players_in.size; i++ )
    {
        players_in[i].teleport_origin delete();
        players_in[i].teleport_origin = undefined;
        players_in[i] SetTransported( 0 );
        players_in[i] FreezeControls( false );
        players_in[i] enableOffhandWeapons();
        players_in[i] enableweapons();
        players_in[i] setOrigin(level.kts["mainframe_spawn"][i].origin);
    }
    if(attract)
    {
        level.kts["zombie_goto"].attract_to_origin = false;
    }
}
handleTriggers(self1, self2)
{
    self1 SetCursorHint( "HINT_NOICON" );
    self2 SetCursorHint( "HINT_NOICON" );
    while(1)
    {
        hint1 = "";
        hint2 = "";
        switch(level.kts["teleporter_status"])
        {
            case 0: // Need power
                hint1 = "You need to activate the power before using the teleporter";
                hint2 = "You need to activate the power before using the teleporter";
                break;
            case 1: // Startup
                hint1 = "Press &&1 to initiate link to mainframe";
                hint2 = "Waiting for initial link to mainframe";
                break;
            case 2: // Waiting for link
                hint1 = "Waiting for confirmation";
                hint2 = "Press &&1 to link pad to mainframe";
                break;
            case 3: // Linked
                if(level.kts["teleport_cost"] == 0)
                    hint1 = "Press &&1 to teleport";
                else
                    hint1 = "Press &&1 to teleport [Cost: " + level.kts["teleport_cost"] + "]";
                hint2 = "Search for the other station";
                break;
            case 4: // Teleporting
                hint1 = "Teleporting in progress";
                hint2 = "Teleporting in progress";
                break;
            case 5: // Cooling down
                hint1 = "The teleporter is cooling down";
                hint2 = "The teleporter is cooling down";
                break;
            default: // Failsafe
                hint1 = " ";
                hint2 = " ";
                break;
        }
        self1 setHintString(hint1);
        self2 setHintString(hint2);
        wait 0.5;
    }
}
setVar(var, value)
{
    // Sets the value on the array
    level.kts[var] = value;
}
teleport_pad_player_fx()
{
    self endon( "fx_done" );

    while ( 1 )
    {
        players = getplayers();
        for ( i = 0; i < players.size; i++ )
        {
            if ( isdefined( players[i] ) )
            {
                if ( self player_is_near_pad( players[i] ) )
                {
                    players[i] SetTransported( 2 );
                }
                else
                {
                    players[i] SetTransported( 0 );
                }
            }
        }
        wait ( .05 );
    }
}
player_is_near_pad( player )
{
    radius = 44;
    scale_factor = 2;

    dist = Distance2D( player.origin, self.origin );
    dist_touching = radius * scale_factor;

    if ( dist < dist_touching )
    {
        return true;
    }

    return false;
}
teleport_nuke( max_zombies, range, end_after_one )
{
    self endon( "fx_done" );
    if(!isDefined(end_after_one))
        end_after_one = false;
    while(1)
    {
        zombies = getaispeciesarray("axis");

        zombies = get_array_of_closest( self.origin, zombies, undefined, max_zombies, range );

        for (i = 0; i < zombies.size; i++)
        {
            wait (randomfloatrange(0.2, 0.3));
            if( !IsDefined( zombies[i] ) )
            {
                continue;
            }

            if( is_magic_bullet_shield_enabled( zombies[i] ) )
            {
                continue;
            }

            if( !( zombies[i] enemy_is_dog() ) )
            {
                zombies[i] maps\_zombiemode_spawner::zombie_head_gib();
            }

            zombies[i] dodamage( 10000, zombies[i].origin );
            playsoundatposition( "nuked", zombies[i].origin );
        }
        if(end_after_one)
            return;
        wait 0.01;
    }
}
pad_explosion()
{
    self thread pad_explosion_sound();
    playfx(level._effect["transporter_pad_start"], self.origin);
    wait level.kts["teleport_lag"];
    playfx(level._effect["transporter_beam"], self.origin);
}
pad_explosion_sound()
{
    count = 0;
    while(1)
    {
        count ++;
        if(count == 5)
            return;
        sound = "top_spark" + count + "_warmup";
        playsoundatposition(sound, self.origin);
        wait 0.1;
        if(count == 4)
            return;
    }
}
do_mainframe_explode()
{
    playfx(level._effect["zombie_mainframe_beam_start"], self.origin);
    wait 4;
    earthquake(0.3, 2, self.origin, 1024);
    playfx(level._effect["zombie_mainframe_beam"], self.origin);
    self thread teleport_nuke( 20, 300, true);
}
10 years ago
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