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Topics - nabaro

I am trying to fling a player using Physics Launch, but it does nothing. I'm not sure that I understand the parameters of Physics Launch fully. Here is the code:

Code Snippet
Plaintext
player PhysicsLaunch( player.origin, 20 );

Thanks in advance!
9 years ago
Hey, I am trying to get a bomb to follow a path based on the Airstrike Tutorial on the UGX Wiki. However, when I am in game and press the trigger, the bomb does not move. Here is my script:

Code Snippet
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#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;

main()
{
trigger = getEnt("cannon_trig", "targetname");
cost = 1500;

trigger setCursorHint("HINT_NOICON");
trigger setHintString("Press &&1 to start the cannons [Cost: "+cost+"]");
 
while(1)
{
trigger waittill("trigger",player);
if(player.score >= cost)
{
player maps\_zombiemode_score::minus_to_player_score( cost );
trigger setHintString("Cannons are in action!");
cannon_fire();
wait 60;
}
}
}


cannon_fire()
{
cannon = getEnt("cannon", "targetname");
cannon_path = GetVehicleNode("cannon_path_start", "targetname");
thread maps\_vehicle::vehicle_paths(cannon_path);
maps\_vehicle::vehicle_init(cannon);

cannon StartPath(cannon_path);
}

And here is a picture of my Radiant: http://imgur.com/X3maxi5

Thank you in advance!


9 years ago
When obtaining guns from the box, it seems that I only have one slot and cannot switch to a secondary. However, if I use the give command to force the issue, I am able to switch guns. What is the issue? Thanks in advance for your help.
Video of problem: http://www.youtube.com/watch?v=sNuq9lu0H0k&feature=youtu.be (Mute the audio it's messed up)
9 years ago
I'm probably being a complete noob, but I've just looked through the UGX Weapons Editor and the actual weapon files several times, and I can't find the rate of fire setting. Can someone please point me towards it? Thanks in advance for your help!
9 years ago
I know this has been posted a million times, so I tried commenting out several fxs in dlc3.csv and in zombiemode.csv to no avail. I then used UGX asset counter on nazi_zombie_mymap.csv and it says I've only used 174 fx out of the 400 fx limit. Thanks in advance for your help!

Double Post Merge: January 28, 2015, 03:03:29 am
Never mind, I forgot to compile the _patch
9 years ago
So, I dragged tag_clip (for the clip) and tag_scope (for the scope) onto j_gun, but for some reason, only the clip attaches. I tried re-exporting and retrying a few times but it still doesn't work. Thanks in advance for your help! (Mute the video, the sound doesn't work)
http://www.youtube.com/watch?v=bP3Xux2EfW4&feature=youtu.be
9 years ago
Hey, I'm working on porting the M27 from BO2. Long story short, although my viewmodel looks fine in Asset Viewer, it looks extremely ridiculous in-game. Can someone please explain why? Thanks in advance:

Asset Viewer Model: http://i.imgur.com/b6uBqJa.png?1

In Game Model: http://i.imgur.com/fI42rE2.jpg?1

All animations and shooting in game work fine except for ADS.
9 years ago
So, I downloaded the files for the CoD 5 Export tool for Maya by following the tutorial on the UGX Wiki: http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool . However, I don't appear to have the Call of Duty 5 Tools Menu in Maya. Any help would be greatly appreciated.
Here is a picture of my Maya: http://i.imgur.com/5hOed7I.png?1

Here is a picture of where I downloaded the files: http://i.imgur.com/cG8eoCB.png?1
9 years ago
How do I define a global variable that applies to only one player (whether they have a certain attribute or not)? Say I have this code:
Code Snippet
Plaintext
main()
{
flag_wait("all_players_connected");
players = get_players();
for(i = 0; i < players.size; i++)
{
level.players[i].hasability = 0;
players[i] thread give_ability();
}
}
give_ability()
{
self.hasability = 1;
}

Would the correct syntax be::
Code Snippet
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level.self.hasability
, or
Code Snippet
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self.hasability
, or something else, or is this not possible?

Thanks in advance for any replies!
9 years ago
Don't have access to my mod tools right now, but can you guys see anything wrong with this script I just typed up which teleports zombies to a secret area if all the players are in it? Thanks in advance!

Code Snippet
Plaintext
#include common_scripts\utility; 
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_anim;

main()
{
flag_wait("all_players_connected");
players = get_players();
level.in_secret_area = 0;
level.all_players_in_secret_area = players.size;
for(i = 0; i < players.size; i++)
{
players[i] thread check_secret_area();
}
thread zombie_teleport();
}

check_secret_area()
{
secret_area = getEnt("secret_area", "targetname");
self.in_secret_area = 0;
while(1)
{
if(self isTouching(secret_area))
{
if(self.in_secret_area = 0)
{
level.in_secret_area = level.in_secret_area + 1;
wait(0.05);
}
else
{
wait(0.05);
}
self.in_secret_area = 1;
}
else
{
if(self.in_secret_area = 1)
{
level.in_secret_area = level.in_secret_area - 1;
self.in_secret_area = 0;
wait(0.05);
}
else
{
wait(0.05);
}
}
}
}

zombie_teleport()
{
tele_spot_1 = getEnt("tele_spot_1", "targetname");
tele_spot_2 = getEnt("tele_spot_2", "targetname");
tele_spot_3 = getEnt("tele_spot_3", "targetname");
tele_spot_4 = getEnt("tele_spot_4", "targetname");
tele_location = undefined;
while(1)
{
if(level.in_secret_area == level.all_players_in_secret_area)
{
zombies = getaispeciesarray("axis");
for(j = 0; j < zombies.size; j++)
{
if(level.in_secret_area == level.all_players_in_secret_area)
{
rand = randomintrange(1, 5);
if(rand == 1)
{
tele_location = tele_spot_1;
wait(0.05);
}
else if(rand == 2)
{
tele_location = tele_spot_2;
wait(0.05);
}
else if(rand == 3)
{
tele_location = tele_spot_3;
wait(0.05);
}
else if(rand == 4)
{
tele_location = tele_spot_4;
wait(0.05);
}
zombies[j] forceteleport(tele_location.origin, tele_location.angles);
playfx(level._effect["powerup_on"], tele_location.origin);
wait(1);
}
else
{
wait(0.05);
break;
}
}
}
else
{
wait(0.05);
}
}
}
      
   
EDIT: Added waits in the while loops. If I missed any, please let me know.
EDIT2: For clarification, the area is attached to the playable area until all players are on it.
10 years ago
My Electric Cherry script is fully functional except for one thing: the spark emitted from the weapon does not show up. Here is the script, and as always, thanks in advance!

Code Snippet
Plaintext
#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_music;
#include maps\_zombiemode_utility;

main()
{
level._effect["cherry_burst"] = loadfx("misc/zombie_elec_trail_oneshot");
flag_wait("all_players_connected");
wait(1);
players = get_players();
for(i = 0; i < players.size; i++)
{
players[i] thread cherry_effect();
players[i] thread cherry_down();
}
}

cherry_effect()

while(1)
{
self waittill( "reload_start" );
if( self HasPerk("specialty_boost"))
{
cherry_weapon = self GetCurrentWeapon();
ammo_left = self GetWeaponAmmoClip( cherry_weapon );
clip_size = WeaponClipSize( cherry_weapon );
ratio = ammo_left / clip_size;
damage = 1200 - (ratio * 1200);
iprintln( damage );
PlayFxOnTag(level._effect[ "cherry_burst" ], cherry_weapon, "tag_clip");
touching_check = spawn("trigger_radius",self.origin,1,200,200);
zombies = getaispeciesarray("axis","all");
for(j = 0; j < zombies.size; j++)
{
if(zombies[j] IsTouching( touching_check ))
{
zombies[j] maps\_zombiemode_tesla::tesla_play_death_fx( 1 );
zombies[j] SetFlashBanged( true, 1 );
}
else
{
continue;
}
}
touching_check delete();
SetPlayerIgnoreRadiusDamage( true );
RadiusDamage( self.origin, 200, damage, 50, self );
wait(5);
}
else
{
}
}
}

cherry_down()
{
while(1)
{
if(self HasPerk("specialty_boost"))
{
self waittill_any( "fake_death", "death", "player_downed" );
touching_check = spawn("trigger_radius",self.origin,1,200,200);
zombies = getaispeciesarray("axis","all");
for(j = 0; j < zombies.size; j++)
{
if(zombies[j] IsTouching( touching_check ))
{
zombies[j] maps\_zombiemode_tesla::tesla_play_death_fx( 1 );
zombies[j] SetFlashBanged( true, 1 );
}
else
{
continue;
}
}
touching_check delete();
SetPlayerIgnoreRadiusDamage( true );
RadiusDamage( self.origin, 150, 1200, 50, self );
self UnSetPerk("specialty_boost");
}
else
{
wait(0.05);
continue;
}
}
}
10 years ago
2 problems: I don't lose Cherry when I down and I experience extreme lag (almost freezing) when the game starts. Here is my Cherry script. Thanks in advance.

Code Snippet
Plaintext
#include maps\_anim; 
#include maps\_utility;
#include common_scripts\utility;
#include maps\_music;
#include maps\_zombiemode_utility;

main()
{
flag_wait("all_players_connected");
wait(1);
players = get_players();
for(i = 0; i < players.size; i++)
{
players[i] thread cherry_effect();
players[i] thread cherry_down();
}
}

cherry_effect()

while(1)
{
self waittill( "reload_start" );
if( self HasPerk("specialty_boost"))
{
cherry_weapon = self GetCurrentWeapon();
ammo_left = self GetWeaponAmmoClip( cherry_weapon );
clip_size = WeaponClipSize( cherry_weapon );
ratio = ammo_left / clip_size;
damage = 1200 - (ratio * 1200);
iprintln( damage );
touching_check = spawn("trigger_radius",self.origin,1,200,200);
zombies = getaispeciesarray("axis","all");
for(j = 0; j < zombies.size; j++)
{
if(zombies[j] IsTouching( touching_check ))
{
zombies[j] maps\_zombiemode_tesla::tesla_play_death_fx( 1 );
zombies[j] SetFlashBanged( true, 1 );
}
else
{
continue;
}
}
touching_check delete();
SetPlayerIgnoreRadiusDamage( true );
RadiusDamage( self.origin, 200, damage, 50, self );
wait(5);
}
else
{
}
}
}

cherry_down()
{
while(1)
{
if(self HasPerk("specialty_boost"))
{
while(1)
{
self waittill_any( "fake_death", "death", "player_downed" );
touching_check = spawn("trigger_radius",self.origin,1,200,200);
zombies = getaispeciesarray("axis","all");
for(j = 0; j < zombies.size; j++)
{
if(zombies[j] IsTouching( touching_check ))
{
zombies[j] maps\_zombiemode_tesla::tesla_play_death_fx( 1 );
zombies[j] SetFlashBanged( true, 1 );
}
else
{
continue;
}
}
touching_check delete();
SetPlayerIgnoreRadiusDamage( true );
RadiusDamage( self.origin, 150, 1200, 50, self );
self UnSetPerk("specialty_boost");
break;
}
}
else
{
continue;
}
}
}

10 years ago
How do I check how much ammo is left in a clip?
10 years ago
How do I make it that if the player has downed since the loop started, then the loop breaks?
10 years ago
These are the lines that I use to turn it off:

Code Snippet
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jug_trig = getEnt("specialty_armorvest", "script_noteworthy");
jug_trig disable_trigger();
jug_machine = getEnt("vending_jug", "targetname");
jug_machine setmodel("zombie_vending_jugg");

The trigger correctly disables, but the machine does not change its model back to its "off" state. Why is that so? Thanks in advance!
10 years ago
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