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Messages - nabaro

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
Here you can have it :)
9 years ago
There is no bind file for the scope, that's what confused me: http://i.imgur.com/33S2J90.png?1
What should I do?
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
It turns out I was accidentally using the Type 100 anims for the ads up, down, and fire anims. Thank you so much for your help, I really appreciate it!
9 years ago
A few questions, when you say:
Quote
ads_up/ads_down: tag_torso & tag_view
ads_up/ads_down animated: tag_view down to tag_cambone

What is the difference between animated and non-animated? Do I have to export a separate animated model along with the animations as well?

And by
[quote
]select by ads_fire the fire anim
[/quote]

Do you mean I should use the normal fire anim as the ads fire anim, or are you saying that I accidentally used the fire anim for the ads anim?
9 years ago
Alright, I re-exported the model and the animations and it looks fine except for the ads and ads fire animations. Here is what they look like: https://www.youtube.com/watch?v=HvoqMwUz6Ic&feature=youtu.be (Mute the video, there is something wrong with the sound)
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
Alright, will do.
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
Alright, thank you!
9 years ago
Are player variable inherently global, or do they need to be globalized by
Code Snippet
Plaintext
level.
? Because I want to use the player variable in various different scripts.
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
Plaintext
level.self.hasability
, or
Code Snippet
Plaintext
self.hasability
, or something else, or is this not possible?

Thanks in advance for any replies!
9 years ago
All my settings were at lowest regardless... I think my computer just sucks. Oh well, I'll be able to enjoy this beast of a map when I get my new laptop.
10 years ago
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