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Contact Support - Help Center Get help on the UGX Discord. Join it now!before you make a new map and try adding it all in there make sure you have every perk in your map somewhere, if you dont want the perk then put it out in BFE where no player will ever see it, and then make sure you put the patch and iwd in your appdata\local\Activision\CODWAW\mods\yourmod and make sure to change the patch from your_map_name_patch to match whatever your map is called. i say this because a few people have mixed it up and left it as your_map_name
hmm... im not too sure then.
After I finish work today ill be off for 3 days if you want me to try and help you over skype or something
Correct me if im wrong but doesnt the patch go in :
Not in :
Where did you get the patch? there is a seperate post that covers all Bam perks in one pack, this post is specifically for the BO ones
You didnt recompile the patch in error did you?
If you want i can take a look when I get home, or i can send you my stuff so you can see how it works. I have a mod with "just" his BO perks in and snipers tut map
It happens when you dont have all the Black Ops perks in your map, if you leave 1 off it starts glitching until you add all of them then the correct perks will show up at the correct perk machines
Make sure you have the correct IWD and the latest MAPNAME_patch
For the wrong perks thing, double check each step of the tutorial
Is it giving you the right affects but wrong icons? Or is it literally giving you the wrong perks?
By default there is no limit on how many perks a player can obtain
You infact actually have to define a limit, should the need arise
So what im saying is, If you added a fifth perk, you would, by default, be able to obtain it
Trem is correct, there are no fail safes.
Although you have tested the script, this does not mean that it is glitch/bug free. There are many things to take into consideration when having the player ride on a moving object.
Like trem said, the player movement must be either restricted or prevent jumping. I would suggest that you prevent jumping due to the fact that if you jump while the elevator is moving up, the player can clip into the ground, thus getting stuck and not being able to move.
Another issue that could occur using an elevator script would involve doors (which yours does not included, very "real world" indeed), which would have to push players into the elevator or have perfect timing to prevent players from being stuck in them.
Lastly zombie pathing would be disrupted when riding the elevator and the zombies would not know where or what to go for. For this I would suggest that you add a point of interest that the zombies go after while the players are on the elevator.
Do not use this script, it has no failsafes for players jumping/moving inside of the elevator. Either jumping should be disabled on all riders or they should be linked to a struct which is linked to the elevator.