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Messages - NaviLlusShore

That seems to have got It working thank you
10 years ago
Do you mean like when the game is started? For instance the player dies and the game restarts? If so make sure at the beginning of the game you are setting the initial values for what you are changing your perks with. That way they will be reset.
You don't die at the start but at any point of the game If the player has a perk from a drop and goes down he keeps the perk, but perks bought from perk machines are lost on down

Post Merge: January 19, 2014, 02:11:59 am
No idea if it works but here:

Code Snippet
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thegtlad()
{
    vending_triggers = GetEntArray( "zombie_vending", "targetname" );

    perks = [];
    for ( i = 0; i < vending_triggers.size; i++ )
    {
        perk = vending_triggers[i].script_noteworthy;

        if ( isdefined( self.perk_purchased ) && self.perk_purchased == perk )
        {
            continue;
        }

        if ( !self HasPerk( perk ) )
        {
            perks[ perks.size ] = perk;
    level thread player_death_perk_take(perk);
        }
    }

    if ( perks.size > 0 )
    {
        perks = array_randomize( perks );
        self SetPerk( perks[0] );
        self perk_hud_create( perks[0] );
    }
}
player_death_perk_take()
{
players = get_players();
for ( i = 0; i < players.size; i++ )
{
players[i] waittill_any( "fake_death", "death", "player_downed" ); // waittill any of these
{
players[i] unsetperk(perk); //should unset all the perks
}
}
}
I will try this In a minute

Post Merge: January 19, 2014, 11:40:36 am
I get an error, uninitialized variable (perk) It's on this line
Code Snippet
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players[i] unsetperk(perk);
10 years ago
You need to do a check to see if a player is dead and then take the perks when he dies.
How would I do that? Thing Is this script worked a few days ago I didn't change anything with It now It doesn't take perks when downed, but If the player were to buy the perk from the perk machine and go down then he would lose the perk
10 years ago
Alright so any perk you buy you will lose upon death, but any perks obtained from a drop you will keep when revived? So obviously It's something wrong with the script
Code Snippet
Plaintext
thegtlad()
{
    vending_triggers = GetEntArray( "zombie_vending", "targetname" );

    perks = [];
    for ( i = 0; i < vending_triggers.size; i++ )
    {
        perk = vending_triggers[i].script_noteworthy;

        if ( isdefined( self.perk_purchased ) && self.perk_purchased == perk )
        {
            continue;
        }

        if ( !self HasPerk( perk ) )
        {
            perks[ perks.size ] = perk;
        }
    }

    if ( perks.size > 0 )
    {
        perks = array_randomize( perks );
        self SetPerk( perks[0] );
        self perk_hud_create( perks[0] );
    }
}
seems alright to me but I could be missing something,
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powerup_grab()
{
    self endon ("powerup_timedout");
    self endon ("powerup_grabbed");

    while (isdefined(self))
    {
        players = get_players();

        for (i = 0; i < players.size; i++)
        {
            if (distance (players[i].origin, self.origin) < 64)
            {
                playfx (level._effect["powerup_grabbed"], self.origin);
                playfx (level._effect["powerup_grabbed_wave"], self.origin);

                if( IsDefined( level.zombie_powerup_grab_func ) )
                {
                    level thread [[level.zombie_powerup_grab_func]]();
                }
                else
                {
                    switch (self.powerup_name)
                    {
                    case "nuke":
                        level thread nuke_powerup( self );
                       
                        //chrisp - adding powerup VO sounds
                        players[i] thread powerup_vo("nuke");
                        zombies = getaiarray("axis");
                        players[i].zombie_nuked = get_array_of_closest( self.origin, zombies );
                        players[i] notify("nuke_triggered");
                       
                        break;
                    case "full_ammo":
                        level thread full_ammo_powerup( self );
                        players[i] thread powerup_vo("full_ammo");
                        break;
                    case "double_points":
                        level thread double_points_powerup( self );
                        players[i] thread powerup_vo("double_points");
                        break;
                    case "insta_kill":
                        level thread insta_kill_powerup( self );
                        players[i] thread powerup_vo("insta_kill");
                        break;
                    case "carpenter":
                        level thread start_carpenter( self.origin );
                        players[i] thread powerup_vo("carpenter");
                        break;
                    case "gtlad":
                        level thread gtlad_powerup( self );
                        break;
                    default:
                        println ("Unrecognized poweup.");
                        break;
                    }
                }

                wait( 0.1 );

                playsoundatposition("powerup_grabbed", self.origin);
                self stoploopsound();

                self delete();
                self notify ("powerup_grabbed");
            }
        }
        wait 0.1;
    }
}
10 years ago
Here's a tip might help with taking pics not telling you what to do I just find It useful when taking snapshots of maps type "cg_draw2D 0" as a command in game It takes away the hud meaning the points, round, ammo, and crosshair but It looks good man looking forward to seeing It In action
10 years ago
In my opinion, maps are a lot more fun if you play them without cheats. Even if your a noob at mouse and keyboard(which i was when i first started) then just keep practicing and eventually you can complete any map without the help of cheats even if the map may seem impossible.
Agreed WaW was my first PC game and I don't agree with cheats unless they are for map testing purposes which Is what I assumed the OP meant
10 years ago
I'm not sure If this works with the UGX mod cause I haven't actually used It that much but If you type "devmap nazi_zombie_mapname" you should have cheats enabled
10 years ago
For two weapons now the sounds I convert don't work for them Is there an extra step for weapon sounds? I have the correct custom sound names setup In the weapons.csv for the STG and I made a new .csv for my custom weapons that has the fire sound, fire sound plr, reload, and reload plr lines all having the correct names for the sound and In the weapon file I changed the sounds to match the custom sound names and these sounds do convert and I copied the sounds from the raw/sounds folder and pasted them Into my mapname sounds folder and they are checked In launcher, I have built the mod and compiled the map with the new sounds selected but when I go In game and grab the weapons and shoot them to see how they sound there Is no sound at all

Post Merge: January 17, 2014, 03:17:39 am
Any ideas? Still can't get the sounds to work on the weapons
10 years ago
You also need to add the weapon itself in your CSV:
Code Snippet
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weapon,sp/weaponname
Do you have that for both, the normal and upgraded?

- Phil.
Yes
10 years ago
did you add the weapon files and models to your zone-source? Also double check for typo's i missed a " when editing weapon yesterday. It didnt gave me an error but nothing worked. For the box, if you copied the ray gun line in zombiemode-weapons it has the same weighting func as the ray gun and will probably appear less often
Do I gotta copy the func to add It to the box or just what I did above?

Post Merge: January 14, 2014, 04:08:33 pm
Just added xmodel,ray_gun2_viewmodel, xmodel,ray_gun2_worldmodel, xmodel,ray_gun2_view_up and xmodel,ray_gun2_world_up still nothing
10 years ago
Still no luck nothing comes out of the PaP when I upgrade the gun and It still Isn't In the box
10 years ago
Is this right?
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	add_zombie_weapon( "ray_gun2",                              &"ZOMBIE_BUY_RAYGUN2",                      10000,  "",    0);
add_zombie_weapon( "ray_gun2_upgraded                       &"ZOMBIE_BUY_RAYGUN2",                      10000,  "",    0);
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 	include_weapon( "ray_gun2", true );
include_weapon( "ray_gun2_upgraded", false );
It doesn't seem to come out of the box from what I could tell and the PaP doesn't upgrade It
10 years ago
Where would I include the file?

Post Merge: January 14, 2014, 08:36:14 am
Nvm I found where to Include the weapon but when I PaP It now the upgraded version doesn't come out, also which .gsc would have the allowed weapons In the treasure box? Been looking through them but can't find It
10 years ago
I had ray_gun2 and ray_gun2_upgraded but It didn't let me PaP
10 years ago
The scripts determine which gun is an 'upgraded' version by the _upgraded extension. So all you need to do is add the gun like normal.
So weaponname and weaponname_upgraded and that's It?
10 years ago
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