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Messages - mrpeanut188

Doesn't take a brain surgeon to follow the logic going on here.
7 years ago
If Monster counts, I go through Monster withdrawals whenever I don't have 1 like every day. I've started going to just Fridays for Monster and that's it, but, man, the withdrawals suck. You get headaches, sort of itchy, and just feel down.
Kek I love Monsters but I've never drank them compulsively like that. That sounds like a regular fucking drug man.
8 years ago
Damn, that sounds bad. There is a local spice problem, never going to try it though. Only smoked weed, probably going to buy some LSD but it's pretty expensive in comparison.
8 years ago
I mean, if someone told you that it was a new song and didn't tell you the band you would still like it no? I think it sounds cool even if it isn't old metallica
The whole thing is that it's mediocre, people expect better music seeing as it's a band that has produced much better music in the past.
8 years ago
Hello! I'm hoping that the directional arrows that point to other players in the coop modes are toggleable with a DVAR. I don't know if they were scripted or not, but I can't find seem to find a DVAR that doesn't hide the whole hud, and I don't see them anywhere in the client scripts. So the question comes to this: Is there a DVAR to toggle them, or are they done in menu files?
8 years ago
Fuck yeah Nirvana!

8 years ago
I really disliked the IW reveal, but the zombies actually seems interesting. Looks like they're making the mode more casual which is a good thing, zombies is getting stale. Becoming more focused on having fun then being rewarded for skill may alienate the more hard-core players but I think for a series like CoD where it's been a straight cash-grab for the last few years, it's a good move for Activision. I can't really say for certain though, they are directly copying many facets of Treyarch's zombies, but I think having a new developer with a new direction is great.

Also, I really like our cast: Hasselhoff, Pee-wee Herman, Snooki, and ScHoolboy Q. That Go Getem Tiger shirt is probably the best thing to come out of all this so far.
8 years ago
Surprised nobody has answered this already, but that's a known issue with T4M. In the texture settings, change to manual if on automatic, then make sure they are not all on extra.
8 years ago
Wouldn't say that, we got someone making a bo1 map, give it time and BO2 will get it too, in a year or 2 lmao
Crowzo for BO1 we got all the mod tools except for Radiant, Black Ops 2 doesn't even support loading mods AFAIK. Whole thing is a big hack, unlike the proper tools we have for BO1.
8 years ago
For some reason, suddenly my 3rd-Person models could not be found. So after a little bit of detective work, I added the following to my _patch so that the xmodels are included.

Code Snippet
Plaintext
// Player Models
xmodel,char_usa_marine_polonsky
xmodel,char_usa_marine_roebuck
xmodel,char_usa_marine_sullivan
xmodel,char_usa_marine_player

However, for some reason in-game the characters are hunched over. And, whenever I restart my map, the gun shows up in the player's face. This happens for EVERY restart, but never for the initial load.

8 years ago
Make sure these lines are in your _patch.csv file in zone_source.
Code Snippet
Plaintext
rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

After that, make sure you compile fast-files for your _patch.
8 years ago
Hello. :)

Fog by default is defined in your map's _art.gsc file. This should be found at MAPNAME/maps/createart.
Make sure there aren't any // on the same line before "level thread fog_settings();".

Look for something like the following in your file, that's what will control the fog:
Code Snippet
Plaintext
fog_settings()
{
start_dist = 440;
halfway_dist = 3200;
halfway_height = 225;
base_height = 64;
red = 0.533;
green = 0.717;
blue = 1;
trans_time = 0;

SetVolFog( start_dist, halfway_dist, halfway_height, base_height, red, green, blue, trans_time );
}

Should be self explanatory, change the numbers after the equals to your desired values. Make sure to leave the ; alone.

As for the sand, you already know it's an FX you want. Look into UGX's Easy-FX if you want an easy way to set it up.

If you need further clarification, just leave a reply.
8 years ago
Don't be afraid to give me some tips to improve my animation skills! :) In fact, I like reading that kind of stuff like for example this
That's great to hear, and in the future I will. I usually only give constructive criticism yet people still get on the defensive when I'm only trying to help them.  :alone:
8 years ago
Black Ops 3 Levelling
https://github.com/mrpeanut188/mrpeanut188-zombie-scripts/tree/master/Enable-XP-Ranking
Credit: Marvel4

*Prestige currently does not instructions at the moment.

Installation:
    Place in mods/MAPNAME/maps and replace if necessary.
    Place ranktable.csv into mods/MAPNAME/mp. Include in .IWD.
    (ranktable.csv is in the same folder as this file.)

mod.csv:
Add:

Code Snippet
Plaintext
stringtable,mp/ranktable.csv
material,rank_private
material,rank_corporal
material,rank_major
material,rank_lieutenant


mapname.gsc:
Add:
Code Snippet
Plaintext
players = getPlayers();
for (i = 0; i < players.size; i++)
players[i] thread maps\_challenges_coop::xpWatcher();

_zombiemode_spawner.gsc:
Add:
maps\_challenges_coop::setXPReward( zombie.attacker, zombie.damagelocation, zombie.damagemod );

Before:
zombie.attacker notify("zom_kill");

After:
Code Snippet
Plaintext
maps\_challenges_coop::setXPReward( zombie.attacker, zombie.damagelocation, zombie.damagemod );
zombie.attacker notify("zom_kill");

_zombiemode_blockers_new.gsc:
Add:
who notify( "door_purchased" );

Example:
Code Snippet
Plaintext
if( is_player_valid( who ) )
{
if( who.score >= self.zombie_cost )
{
who notify( "door_purchased" );
// set the score
who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
if( isDefined( level.achievement_notify_func ) )
{
level [[ level.achievement_notify_func ]]( "DLC3_ZOMBIE_ALL_DOORS" );
}
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type door", who.playername, who.score, level.round_number, self.zombie_cost, self.target, self.origin );
}
else // Not enough money
{
play_sound_at_pos( "no_purchase", self.doors[0].origin );
// who thread maps\_zombiemode_perks::play_no_money_perk_dialog();
continue;
}
}

Add:
who notify( "door_purchased" );

Example:
Code Snippet
Plaintext
if( is_player_valid( who ) )
{
if( who.score >= self.zombie_cost )
{
who notify( "door_purchased" );
// set the score
who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
if( isDefined( level.achievement_notify_func ) )
{
level [[ level.achievement_notify_func ]]( "DLC3_ZOMBIE_ALL_DOORS" );
}
bbPrint( "zombie_uses: playername %s playerscore %d round %d cost %d name %s x %f y %f z %f type debris", who.playername, who.score, level.round_number, self.zombie_cost, self.target, self.origin );

// delete the stuff

self thread debris_move_start();
break;
}
else
{
play_sound_at_pos( "no_purchase", self.origin );
// who thread maps\nazi_zombie_sumpf_blockers::play_no_money_purchase_dialog(); } }

_zombiemode.gsc:
Add:
reviver notify( "revive_bonus" );

Example:
Code Snippet
Plaintext
player_revive_monitor()
{
self endon( "disconnect" );

while (1)
{
self waittill( "player_revived", reviver );

if ( IsDefined(reviver) )
{
// Check to see how much money you lost from being down.
points = self.score_lost_when_downed;
if ( points > 300 )
{
points = 300;
}
reviver notify( "revive_bonus" );
reviver maps\_zombiemode_score::add_to_player_score( points );
self.score_lost_when_downed = 0;
}
}
}

Change the settings below to fit your preference.
Remember to compile mod .FF and .IWD files.
To enable Prestige, please see the instructions contained in the parent folder.

Script usage:
Call any of the following on a player
_challenges_coop.gsc::getRank() returns the current rank.
_challenges_coop.gsc::getPrestigeLevel() returns the current prestige.
_challenges_coop.gsc::getRankXP() returns current XP.
8 years ago
I'll be honest, I didn't expect this vid to show up on UGX's main YT channel :please:
I notice everything that could be improved as I would like my animations to be treated in the same fashion, mainly that lurch is the only big I think really needs to be improved.
8 years ago
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